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Evolution: 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. [Heavy AI Assisted Development]
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CoreEcosystem-1.21.1-1.9.9-neoforge

File namecore-ecosystem-1.9.9-mc1.21.1.jar
Uploaded
Oct 30, 2026
Downloads
24
Size
4.5 MB
Mod Loaders
NeoForge
File ID
9378663
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:evolution-core-ecosystem-1677854:9378663"

Learn more about Curse Maven

What's new

Added:
  - The Sun Collector: a leaf plant the Core grows on its land in five sizes, each adding to the digestion rate, more under the noon sun (x1.5) and less at midnight (x0.9); Small and Medium paid from the digesting pool first, the big three from biomass only. A clump of big fleshy leaves on a rooted crown, open by day and folded at night, leaning to a low sun, starved under a roof, unfurling as it grows; drawn cheaply even at 145.
  - The meteor has its own body now: a lumpy scorched boulder with glowing cracks that tumbles and brightens as it falls, a long bright streak, a real flash and crater with a dark rim and rays, and it shatters on impact into Meteorite blocks of itself that fly out and land hot, a hatched husk left round the Core.
  - Seven new infested kinds: cobblestone, planks, stone bricks, terracotta, netherrack, blackstone and basalt each get their own infested block instead of plain Infested Ground.
  - Thrall meat: raw meat from a killed thrall carries a hidden mark; cooking clears it; eating it raw gives a 1 in 3 "Spoiled Meal?" for a minute, then Miasma II for 45 seconds unless milk clears it. The mark follows a stack's count through every way items move; only this mark is an exception to how stacks merge.
  - Ascended Trees drop what the mob they were made of would have dropped, raw meat with the hidden mark; a felled or dead tree, not a withered one.
  - Guardians have armor: Hunting 10, Cave 20, Tree 30, Heart 30 (the game's ceiling).
  - A blast a player caused counts as that player attacking the colony: TNT lit by hand, TNT a player placed and lit any other way within five minutes, a creeper a player lights, a bed or anchor a player sets off, an End Crystal a player hits.
  - Units walk across water on its surface instead of swimming or going round.
  - Hostiles spawn at twice the normal rate on the colony's ground at night.
  - The gap between phases: 8 minutes with one player, one minute less per player beyond the first, two less with an infection mod on the server, never under one.
  - Core Must Grow compacts: past 5 minutes it becomes 2:30 of the next level, up to V.
  - Every Ascended Tree keeps the block under it: no player, blast or digger of the colony's breaks it, and a lost one grows back.
Removed:
  - The digestion rate's phase multiplier (x3 in Phase 3 up to x8); the Sun Collectors take its place, the base and the SubCore and tree bonuses stay.
  - The old cap of 45 Ascended Trees.
Tweaked:
  - The dragonfly's tail hangs off and drags behind it like a chain: each segment follows the one ahead, a dive streams it up behind, a turn curls it, it hangs when hovering; a resting dragonfly perches on top of the tree's crown.
  - Healing on the colony's land counts everything the colony made (the web, the shell, the dome, the lair, the pit lid, the roads), and vines and dragonflies heal there too.
  - A hurt Gardener or Guard on the colony's land heals 1 health for 1 biomass, from the digesting pool first.
  - Guardians' bites by rank: Hunting 4 with sap, Cave 8 with knockback, Tree 6, Heart 10 with its stun.
  - A Guardian takes a mob or player for its cocoon only once it is at 20% health or under; above that it fights.
  - The Cave Guardian never digs the colony's own blocks, never digs under water when it could walk, and breaks no wall while climbing.
  - A camouflaged Guardian and a hiding Carnivorous Flower are unseen by every mob; Jade in survival shows nothing for a hiding flower and Stone for the pit lid.
  - Wrapping Vines go to the busiest area of the colony's land, hostiles first, instead of a tree; a hiding flower crawls toward a mob it sees within 30 blocks near the land; each kill point gives one gain among the paths not yet full (1 in 3, 1 in 2, then certain).
  - No creature of the colony attacks a creeper hand to hand; the ranged may shoot it.
  - Thralls walk out away from the Core and apart from the other Ascended Trees, and will not settle in the seed fog or the Pleasant Smell's reach; up to 100 Ascended Trees at Phase 9 (56 at Phase 5, rising by phase), every per-tree cost bounded.
  - The Core's shell is dirt-soft in Phases 2 to 3, stone in 4 to 5, deepslate in 6 to 7 and obsidian from Phase 8; the mesh at half; the highest-phase Core within reach owns a block.
  - The lag spikes: a stuck unit's way plan runs 1,500 cells a tick and carries on next tick, re-plans back off, one combined spot search instead of one per spot, two route searches a tick per colony, a Core's removal turns veins back 256 a tick.
  - An Ascended Tree settles down only in its first 10 seconds.

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