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Clanging Howl

A mod featuring extraterrestrial activity, advanced technology, and terrifying techno-flesh creatures

File Details

clanging-howl-[Forge]_1.20.1_1.1.0.jar

  • R
  • May 31, 2026
  • 5.11 MB
  • 9.7K
  • 1.20.1
  • Forge

File Name

clanging-howl-[Forge]_1.20.1_1.1.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:clanging-howl-1367022:8175977")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changes and fixes
-All battery types can no longer be charged at a stationary charging station; each battery is disposable. However, a separate rechargeable battery type has been added.

-The stationary charging station now emits particles when a tool placed on it is charging.
-Fixed a bug with loot loss when mining container blocks with advanced tools.
-Energy crystals can now be placed at different angles.
-The Neurotoxin effect now has its own unique heart icons, similar to poisoning, to better display the effect's impact.
-Flamethrower's base fire stream damage has been increased from 1.5 to 2.5
-The Flamethrower with the Fuel Burst enchantment now reflects projectiles in the direction the player is facing, rather than in a random direction. A visual effect and sound have also been added to accompany the use of the Flamethrower with this enchantment.
-Added unique textures for mob spawn eggs from the mod.
-All techno-flesh creatures have developed a collectivist behavior; now different types of techno-flesh creatures protect each other.
-Damage resistance gained by Techno-Flesh creatures from adaptation per day has been reduced from 1% to 0.5%, and the maximum damage resistance has been reduced from 65% to 50%.
-Fixed a bug where Techno-Flesh creatures' damage resistance was increasing infinitely.
-Added a new config for Fixed Adaptation of Techno-Flesh Creatures. You can now set a fixed adaptation stage for Techno-Flesh creatures, which will remain constant regardless of the current day in the world. This is ideal for players on a server with a continuous daylight saving cycle.
-The Extraterrestrial Reaper now applies the Sawing up Health debuff with its basic attack, reducing the player's health by 5% per stack. This effect can stack up to 10 times (-50% HP).
-All structures of landed extraterrestrial objects have been reworked, receiving a more interesting form, and the value and quantity of loot obtained from them has increased.
-All rare enchantments for advanced tools are no longer obtainable from enchantment tables. However, they can now be found in new structures from the mod. These enchantments now include tunnel driller, ecological energy, overdrive, killer charge, chain burn, and fuel burst.
-Other minor changes and fixes.

Innovations
-Meteor Shower.
A new global event that occurs every 15 nights. Before it starts, you'll hear something falling from the sky, followed by a shining splash on the horizon, followed by a meteor shower that lasts for 3 minutes. During the meteor shower, small meteorites will fall from the sky, dealing minor damage upon landing. When meteorites land, they may sometimes drop an extraterrestrial rock, a piece of extraterrestrial steel, or, rarely, a heart of decay. All this makes the meteor shower dangerous for anyone who doesn't avoid it, and also significantly increases the chance of infecting living creatures. Also, you can't sleep during a meteor shower. An area can be protected from a meteor shower thanks to the Barrier of Extraterrestrial Activity. 
-Barrier of Extraterrestrial Activity. A block that generates an invisible barrier in a 128x128 block area, protecting the entire area from meteor showers, destroying meteorites before they land. The block can be turned on or off using an Industrial Wrench or by transmitting a redstone signal.
-Broken Crystal Former. A broken variation of the normal Crystal Former that can be obtained by using the Extraterrestrial Hammer on a Crystal Former. The unit can also be repaired back using an Industrial Adjustable Wrench. The block itself no longer grows crystals, but only creates an uncontrollable zone of intense cold around itself, which will also form Frost on all blocks around it.
-Frost. A decorative block that can be placed on any surface.
-Flame Spewer. A block that can be activated with an Industrial Wrench or a Redstone signal. When activated, the block will emit a continuous stream of fire, similar to a flamethrower, damaging and igniting anyone caught in it.
-Motion Sensor. A block that can be placed on any surface. When an entity passes within 15 blocks of it, the block emits a redstone signal.
-Extraterrestrial Activity Radar. A block emitting a redstone signal during a meteor shower.
-New variations of steel blocks have been added
-The steel rod can now be placed and connected to each other at different angles.
-Added a set of Fireproof Steel blocks.
-Steel Lamps. They also have a broken and redstone version. The blocks that act as light sources can be positioned at different angles and turned on and off using a Wrench or a redstone signal. A regular lamp can be broken with a hammer, causing it to spark and flash.
-Added a block of Energy Crystals.
-Blaze Fuel Cylinder can now be placed on the ground; up to three cylinders can be stacked on a single block. When set on fire, hit by a flaming arrow, or detonated, the fuel cylinders will explode in a special fiery explosion. The more cylinders placed on the block, the greater the damage and power of the fiery explosion.
-Energy Fiber. New crafting item.
-Netherrack Shavings. New crafting item.
-Fireproof Steel Coating. New crafting item. This item is now needed to craft a flamethrower and fuel cylinder.
-Advanced Electronics. A new rare crafting item found only in mod structures. It is a key component in crafting Gadgets.
-Techno Optics. New crafting item. A new rare crafting item. It can be dropped occasionally by killing the Extraterrestrial Reaper, or can be found in mod structures.
-Techno Heart. A new rare crafting item. It can occasionally drop from Flesh Maidens, Carcasses, or Prowlers, or can be found in mod structures.
-The mod now requires the Curios API to work.

Gadgets
Gadgets are new equipment items that fit into trinket slots and serve as powerful support items for survival and combat. However, the key components for crafting them are always found only in mod structures, requiring travel to obtain them.
-X-ray Goggles. A gadget that fits into the Trinket's head slot. While equipped, it grants +1 armor, and when activated, it allows night vision, but with a green filter, highlighting all creatures through obstacles. Enemies highlighted in this way will take 30% more physical damage, revealing their weaknesses. The gadget can be activated and deactivated by pressing the Y button while crouched, which can be changed in the settings. You can also simply remove it when you don't want to use it, as the Goggles activate upon equipping, eliminating the need to press a separate key. The gadget consumes energy while it is active, which is why it needs to be charged for further use.
-Energy Barrier Generator.
A gadget that fits into the Body Trinket slot. This trinket reduces all damage you take by 50%, but it has an extremely high energy consumption: the more damage blocked by this item, the more energy it will consume.
-Tendon Strengthener. A gadget equipped in the Trinket Legs slot. When equipped, it grants immunity to the Slowness effect and increases your movement speed by 10%. While running, the gadget begins to drain energy, giving you an additional 15% increase in movement speed (for a total of +25%) and a 50% increase jump height. 
-Energy Glove. A gadget equipped in the Hands slot. While equipped, it increases attack damage by 1, and your critical hits will create an energy burst, dealing area damage and slowing enemies. All your other gadgets will be charged by 20 energy. Each time the glove is activated, it loses a charge and goes into a short cooldown.
-Jet Boots. Gadget that fits into the Feet slot. When equipped, it grants +1 armor, reduces all fall damage taken by 35%, and allows you to perform a second rocket jump while airborne. Each rocket jump consumes fuel, has a short cooldown, and sets fire to anyone underneath you when you jump. Fuel is automatically replenished if you have a Blaze Fuel Cylinder in your inventory, and your boots' fuel supply will be depleted.
-Blood Battery. A gadget equipped in the Belt slot. While equipped, it increases all damage taken by 15%. However, all damage dealt and received charges all gadgets and advanced tools in your inventory by the amount of damage dealt or received.
-Reanimator. A gadget equipped in a special heart slot. While equipped, it will protect you from lethal damage, similar to the Totem of Immortality, accompanied by a burst of energy that damages all nearby enemies. However, the first time it's activated, the gadget completely depletes and goes into recharge mode. To use it again, you must fully charge it.

-Attraction. A new effect will cause all animals within a 20 block radius to follow the one affected by this effect, and monsters will choose it as their priority attack target.
-Hematoma Lump. An item dropped by Hematoma. It can be consumed to gain a temporary Attraction effect for 15 seconds, but this will also cause hunger.
-Attraction Device. An item that, when activated, grants you a temporary attraction effect for 25 seconds. Each use consumes the item's durability.
-Small Energy Battery. It works like a regular battery but has a smaller energy reserve.
-Advanced Energy Battery. A special energy battery with a massive 12,000 energy reserve, which can also be recharged at a stationary charging station. However, this type of battery can only be found as rare loot in mod structures.

New Mobs
-Hematoma. 
A techno-flesh creature that spawns starting on day 15 of the game and is a transformation variant of infected small animals (those whose size is greater than half a block but not more than one and a half blocks in height), and is also a guaranteed transformation of pigs. This monster is an infectious type of techno-flesh creature that, when animals or monsters are nearby, begins to emit a Attractive Gas, which forces all animals to follow it and monsters to attack it. When the Hematoma dies, it explodes in a bloody splash that infects everyone nearby; those unaffected by the infection simply take damage. Moreover, this type of infection occurs much faster than usual. Hematoma itself is not strong in combat, and other techno-flesh creatures do not stand up for it, as its task is to die and infect.
-Bloody Spreader. A techno-flesh creature that spawns starting on day 15 of the game and is a transformation variant of infected small animals (those whose size is greater than half a block but not more than one and a half blocks in height), and is also a guaranteed transformation of wolves. A combat-type techno-flesh creature, the Blood Spreader is a very agile enemy. When attacking, it often tries to immediately retreat from its target, only to attack again after a short delay. Each time the Blood Spreader receives or deals damage, it can release a blood clot in a random direction. This clot remains on the ground and can be broken by attacking. Once it has created at least five blood clot, it will howl, transforming all nearby blood clot into bloody copies of itself. Blood copies always have half the maximum health of the Blood Spreader that summoned them, and also have a reduced chance to create a blood clot when attacking an enemy or taking damage. However, copies cannot create copies of themselves.
-Prowler. A techno-flesh creature that spawns starting on day 15 of the game and is a transformation variant of infected big animals (those who are more than one and a half blocks tall), and is also a guaranteed transformation of Horses. This monster is a combat type of techno flesh creature, being an extremely dangerous and stealthy opponent. Upon sighting its prey, it enters stealth mode, becoming completely invisible but still making a loud stomping sound. Before attacking, it emerges from stealth mode with a special attack that reduces the target's armor by 40%, and if the player blocks the attack with a shield, the shield will go on a temporary cooldown. Furthermore, any attack the Prowler makes inflicts a neurotoxin, which intensifies starting at day 40. After taking enough damage, this creature retreats and enters stealth mode again, hiding from view to launch another surprise attack. Fire and X-ray Goggles will help you track it while stealthed.
-Carcass. A techno-flesh creature that spawns starting on day 15 of the game and is a transformation variant of infected big animals (those who are more than one and a half blocks tall). It is an infector type of techno-flesh creature and is an excellent tank. Has two active and one passive ability. When she sees a mob that can be infected, she spits a shotgun-like volley of blood at it, infecting it with a quickly passing infection. She can also use this spit in combat, dealing damage to them from a distance. When Carcass's health drops below 90%, she will begin to use an area-of-effect attack that has a short delay before it activates, damaging all enemies around her and knocking them back. This attack can be blocked with a shield, but after this, the shield will go on cooldown. When another techno-flesh creature dies within a certain radius of the carcass, it grows in size, which not only increases its size but also increases its damage from both basic attacks and the shockwave from its area-of-effect attacks, as well as its health. This creature can grow up to five times, and subsequent deaths of its kin will simply heal it.

-Consummate Nest. A new special block found only in the mod's structures. When a player approaches this block, it activates, summoning waves of random Techno-Flesh creatures. Deflecting one wave, or simply after a timer expires, will summon the next wave, up to five waves. Each subsequent wave will consist of increasingly powerful Techno-Flesh creatures. Deflecting all the waves requires good preparation or cunning. After clearing all waves of Techno-Flesh creatures, the top of the block will open, dropping random loot and experience. This loot often contains rare items and mod enchantments that can only be obtained in structures. After claiming the reward, the block will go on a long cooldown for 25 minutes, after which you can fight for the loot again.

New enchantments
-Full Power. 
This enchantment is unique to the chainsaw and cannot be obtained from enchantment tables, but can be found in mod structures or in the Consummate Nest. This enchantment allows the chainsaw to ignore invulnerability frames when used, and its damage rate is doubled. However, this enchantment has a drawback: your chainsaw will begin to overheat when used, which is indicated by a gradually filling gauge. If the chainsaw overheats, it will go into a temporary cooldown. Enchanting also increases energy consumption.
-Exceeding the limit. An enchantment unique to the chainsword and cannot be obtained from enchantment tables, but can be found in mod structures or in the Consummate Nest. This enchantment increases the damage of chainsword attacks by 0.5, and the maximum Sawing up Health effect applied by critical weapon hits has been increased from level 5 to 10, for a total of 50% reduction in enemy health.
-Soul Burner. An enchantment unique to the Flamethrower that cannot be obtained from the enchantment table but can be found in nether structures, mod structures, or in the Consummate Nest. This enchantment conflicts with Fuel Burst, changing the flame color to turquoise, increasing the damage of the flame stream by 1, and the flame stream itself begins to slow enemies, and each enemy killed by fire around you restores 10 units of flamethrower fuel.

New structures
In addition to the modified old structures of extraterrestrial objects, the update also adds several new structures with special value for study and atmosphere.
-Unknown extraterrestrial object. A structure of unknown origin and purpose, found in most biomes.
-Large Extraterrestrial Nest. Found in all cold and snowy biomes, it is a hive of techno-flesh creatures and contains a Consummate Nest.
-Research Cabin. A small abandoned building where you can take a break and find items from the mod.
-Research Station. A large structure found throughout the snowy plains. It is an abandoned building of researchers who encountered extraterrestrial beings. The structure contains a lot of mod loot and also has a Consummate Nest.