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Core Ecosystem (Infection Mod)

A meteor brings a living alien plant to your world. It roots, hatches its heart, grows its own creatures and trees of the dead, and spreads its miasma toward you. Cut it down before it grows too big to stop. [Medium AI assisted Development]
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CoreEcosystem-1.21.1-1.9.2-neoforge

File namecore-ecosystem-1.9.2-mc1.21.1.jar
Uploaded
Oct 24, 2026
Downloads
13
Size
3.1 MB
Mod Loaders
NeoForge
File ID
9313579
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:core-ecosystem-infection-1677854:9313579"

Learn more about Curse Maven

What's new

- Phase 9: Rising. From Phase 8, once the colony has digested 20,000 biomass with two Guardians, 40 joined trees and two days behind it, the shell swells into a bulb with the Core hanging inside it on vein strands (cut them all and it drops, keeps working, and is lifted again in five minutes). A huge greenish-brown stalk climbs out of the top, 20 to 250 blocks, climbable, with knots every six blocks and a closed bud on top. Then three minutes of silence: every colony sound stops, units freeze, worms sink, vines lie flat, Guardians crouch, the fog thins, animals flee. Then the awakening: the ground shakes for twenty seconds, the bud tears open, the flower rises and its eight petals open over a minute, the eye darts, settles and turns to the nearest player under open sky, a slow loud heartbeat, an army of Guards bursts from the veins, and the land for 256 blocks turns to Miasma. Cut petals (200 damage each; they regrow one a day) to slow its sugar; kill the heart and the flower closes and the stalk greys. Guardian I moves to a knot, Guardian II to the bulb's top. The sounds are placeholders until the mod's own. Config section [phase9].
- The meteor's landing is felt 350 blocks away. Overwhelming within 12 blocks, halving every 80, a faint tremor at the edge. A visible blast wave races out at three blocks a tick and throws everything within 48 blocks away and upward, 10 to 15 blocks at the centre; walls and hills shelter you. A body thrown into a wall takes kinetic damage. A body under the rock itself is struck: kinetic damage through armor and no throw. Settings shake_range, shake_intensity and wave_range in [arrival].
- Veins by kind. The colony's ground takes the kind of what it ate: Overgrown Grass, Veined Dirt, Rooted Stone, Rooted Deepslate, Veined Sand, Veined Gravel, and Infested Ground for the rest. A colony gone for good turns them back into the blocks they were. Setting veins_by_kind in [looks].
- The root to bedrock. From Phase 8 a 2x2 root grows down a layer a minute to bedrock, side roots every eight blocks, a biomass a block. Rooted to bedrock, the colony's rebuild is cheaper and its revival faster; cut a two-layer gap and everything below goes grey until it regrows.
- Rain and snow. In rain the miasma sinks to the ground within ten seconds: only at ground level do you breathe it, the seeds lie thick at your feet, the sky goes grey. Snow halves the worms' speed. Config section [weather].
- Guardians: a solid body (you bump into them and can stand on them) and a walk that no longer tweaks out: it climbed every step and trunk, let go at the top of climbs and circled at speed; all fixed. Four spiders: I an orb weaver, II the Stalker a trapdoor spider (1.3x), III the Tree Warden a wolf spider (1.15x), IV the Heartwood a tarantula (1.6x), each its own shape, named in Jade and the Lens. Guardians are born: a huge sac grows on the shell's inside, holds the forming Guardian 150 seconds, splits with a wet tear, and it climbs out onto the wall. The Stalker's pit trap: two real bugs fixed (a Stalker home but off its spot never looked at its pit; a Guardian stuck in rock crept instead of sliding out).
- The large web is a real 3D web: an orb strung upright between two anchors (trunks, posts, walls, the shell), or a ground sheet that follows the terrain; hidden until something touches it.
- The Core Mesh is a wall to every other creature and every route finder, vanilla and modded; the colony still walks through.
- The advancement tab is a map: the phases a spine left to right, everything else branching off, every unearned one a lock with "???".
- Fire past the claimed land is felt by the vein it burns against and put out; the colony used to search only its own land.
- Rival infections: Spore and any mod listed in [rivals] are attacked on sight, their growth dies in the Miasma, they cannot convert our veins, and each rival mod installed counts as three players. A colony keeps running with nobody near; a pasted Core rebuilds itself; other dimensions work.
- The Colony Lens says less, as what the colony is doing and wants ("Gaining biomass by sending workers to hunt and gather wood"); sneak-use it, or /corecolony status full, for everything.
- Removed: the Enemy/Neutral/Friend standing and its three advancements. The colony is irritated at you or it is not; it still takes any chest on its land.
- Renamed Core Ecosystem. The jar is core-ecosystem-1.9.2; the mod id core_colony stays, so worlds, configs and packs keep working. License: LGPL-3.0-or-later.
- Old config files get the new defaults (numbers you changed yourself are kept).

This mod has no additional files