File Details
Crimson Curse 1.21.1 V1.4.3.1
- B
- May 15, 2026
- 11.66 MB
- 300
- 1.21.1+1
- Fabric + 2
File Name
crimson_curse-1.4.3.1.jar
Supported Versions
- 1.21.1
- 1.21
Curse Maven Snippet
NEW
GENERAL
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Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.
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Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).
SYSTEMS
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Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.
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Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.
BIOMES
- The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc.
CRIMSONIFIED & DECAYED MOBS
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These mobs can now use the Swarm System to call mobs up to 8 blocks away.
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Crimsonified and Decayed Mobs now have individual spawn eggs.
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Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.
BLOODLINK PROTECTORS
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These mobs can now use the Swarm System to call mobs up to 8 blocks away.
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Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.
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Bloodlink Sentry: Has received a new model and animations.
PRIMAL BIOME MOBS
- These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed.
EVOLVED BIOME MOBS
- These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed.
TITANS
- These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
ABYSMAL BIOME MOBS
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The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
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Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.
STRUCTURES
- Nodes: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively.
CRAFTABLE ITEMS
- Purified Mace: Has received a new animated & reactive model; has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
CHANGES
SYSTEMS
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Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).
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Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.
STATUS/POTION EFFECTS
- Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive.
AXIS MOBS
- Bloodlink: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away.
EVOLVED BIOME MOBS
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Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.
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Pummeler: Can now aggro on mobs besides players.
TITANS
- Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius.
STRUCTURES
- Node: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks)
PHASES
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To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.
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Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).
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Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).
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Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).
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Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).
CRAFTABLE ITEMS
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Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.
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Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.
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Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).
BUG FIXES
GENERAL & COMPATIBILITY
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Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.
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Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.
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Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.
GENERAL
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The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).
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Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.
SYSTEMS
- Reinforcement System: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume.
CRIMSONIFIED & DECAYED MOBS
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Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.
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The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.
AXIS MOBS
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Axis Mobs will once again die/take damage in Phase -1.
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Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).
BLOODLINK PROTECTORS
- Bloodlink Sentries: will no longer randomly go invisible or become invulnerable while above-ground.
TITANS & ABYSMAL MOBS
- Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3).
DRILLS
- Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block).
STRUCTURES
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Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.
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Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.
CRAFTABLE ITEMS
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Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.
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Crimson Repeller: Its item form now properly renders the Blast Furnace.
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Flare Cannon: will no longer despawn or slowly die.
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Beacon purifier: Will no longer randomly drop Stone upon being destroyed.

