Everfall - Descent into Disease [Skill Trees and Difficulty Tweaks Update!]
No reviews yet
Everfall has begun. The world is your enemy, and you must act like so. Will you fall or rise in this apocalyptic world?
Designed to be spooky or terrifying, often including dark environments, scary monsters, and survival horror mechanics.
Features content that solely expands on Vanilla mechanics and gameplay.
Emphasizes combat mechanics and fighting gameplay.
Designed to be difficult and challenging for experienced players, often with many hours of gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Descend into the Disease's tragedies with a slew of new Weapons, Enchantments, Zombies, and different Mob behaviors. They've adapted, overcame, and will overcome anything you throw at them. Mutants roam the crust and Blood Moons light some nights, so be careful what you do with each day.
Everfall - Descent into Disease is a Zombie Survival Modpack that dives into Everfall, a cataclysmic prion infection event that caused a slew of changes across the land. Some better, allowing for more diverse life, and some much worse; taking control of the Undead and mutating them past what we once thought impossible. Do you have what it takes to survive the Everfall? Or will you turn just like the others surrounding you?
However, oversimplified, this Modpack is Minecraft Vanilla+++ with an emphasis on Zombies, QOL, movement, and gunplay.
8GB of RAM is necessary, 12GB is recommended.
Warning: Firing any TaCZ weapon WILL decrease framerate by upwards of 20 frames, but it never gets below an unplayable state (in personal testing)
Mob Notes
- New, different types of Zombies via a variety of mods. Their behaviors are much more aggressive and drastically more challenging than Vanilla; They break down doors on any difficulty, leap at the player when close, spawn with new chances for different tools/items/armor, and more disturbing endeavors.
- Mutant variants of Vanilla Mobs. Creepers, Skeletons, and similar all have been mutated by this new Infection/Virus.
- Variety of new passive and hostile mobs from Alex's Mobs
- Vanilla Boss Mobs have been heavily adjusted
- New Boss Mobs with accompanying structures
Weapon Notes
- A variety of both default TaCZ weaponry and community gun packs have all been rebalanced with new recoil, rates of fire, mag sizes, ranges, accuracies, attachment variations, and more expensive recipes. A total of 103 TaCZ weapons are available with 7 endgame weapons available.
- A variety of TaCZ weapons firing sounds have been adjusted, some to more recognizable sounds from older classic games, and others to just increase the percieved power of the weapon.
- An increase in normal amount of TaCZ Attachments
- TaCZ Weaponry Enchantments, only available to be put on Books and then Anvil'd onto the weapon of your choosing.
- Weapon Slings
- Variety of Melee Weapons added via TaCZ addons and other more vanilla-friendly mods.
Mod Notes
- Quark
- Better Combat
- Create and Addons for it
- Supplementaries, Amendments, and other similar Vanilla+ mods
- Multitude of Performance Enhancing mods
- Ultimine/Veinminer
- Rudimentary Quests
- Recipe Mods; If it exists, it can likely be crafted
- Variety of Structure Mods
Experience/Leveling Notes
- New Enchantments, Enchantment re-rolls, and Anvil Level caps
- Disenchanting via Anvil
- Farming gives XP
- XP Tomes for XP Storage
Sound Notes
- Variety of new sound mods to enhance the immersive experience
- Voice Chat with a range increasing/decreasing mod to facilitate keeping a low profile from Zombies and other mobs that can hear you.
Storage Notes
- Added Tom's Simple Storage
- Added Iron Chests: Restocked
Movement Notes
- Sliding, Dolphin Diving, and Wall-jumping are all possible
- Immersive Aircraft and Automobility were added for getting around
Tool Notes
- All tools crafted have 6 different levels of Rarity they can have. From worst/to best; Beyond Repair, Poorly Made, Military Grade, Industrial Material, Perfected Craft, and Craftsman's Icon.
Military Grade is heavily weighted, and is like using a normal crafted tool. Everything else is better or worse by managable margins.
Feel free to give up and let the infection take you whole, or fight back to live another day in the midst of Everfall.
As always, all rights to all mods/gun packs/resource packs/sounds go to their respective creators/owners, I could not have done any of this without them in any capacity! I am grateful for the works of these people and their time and effort shall not be wasted; what with more and more modpacks using their content by the hour <3
Basic Human Note; This is my first attempt at a form of Modpack. I encourage commenting for possible fitting mods, possible adjustments, and if many minor bugs or major ones are found, I'll do my best to update it and fix them!
For the modpack, I began just making a simple zombie survival modpack that wasn't insanely hard but not insanely easy to play alone or with friends. Over time, the friends I played with and people I shared it with enjoyed the style and idea of the pack, and it continued to grow and grow until it had an official name. Originally, it was just "Zombie Pack" before iteration 5, which became Everfall. Over time, new Zombies were added, I learned how to implement very basic Quests, and much more was learned until it was molded into the Everfall we know and love/hate/see today. Create was never really intended, but I added it because I knew my friends enjoyed messing with it. Lo and behold, it's just Satisfactory but Minecraft: the Mod. Definitely thought about removing it, also thought about forking the pack into a Create and Non-Create version split. I might, I might not.
Let me know your thoughts because it helps me better the pack and my knowledge of dos and don'ts!
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Modpacks
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this modpack.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources