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Overgrown Vegetation

Plant infection mod
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overgrown_vegetation-0.1.2.jar

File nameovergrown_vegetation-0.1.2.jar
Uploader
yayuy_0227yayuy_0227
Uploaded
Sep 29, 2026
Downloads
1.3K
Size
6.0 MB
Mod Loaders
NeoForge
File ID
9008205
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:overgrown-vegetation-1704230:9008205"

Learn more about Curse Maven

What's new

Overgrown Vegetation 0.1.2

⚠ Before updating an existing world

  • The Arbora Nest has been removed. Its blocks disappear together with their contents: Arbora Egg, Arbora Storage Pod, Spore Node and Spore Vent.
  • Phase progression has changed (see "Phases" below).

Phases

  • Phases now advance automatically with points, up to Phase 7. The points needed for each phase were recalculated from the intended number of days:
    • Phases 2–5: about 5 days each
    • Phases 6 and 7: about 20 days each
  • Phases 8–10 are still being built and no longer advance automatically (operators only, see below).
  • Group 1 now flees from corruption starting in Phase 1.
  • Many Group 1–3 mobs now keep spawning in Phase 6 and later.
  • From Phase 7, a Forest Invasion can happen if a Target Block has been placed (see below).
  • The /siege command has been removed.

New mobs

  • Scutimnes (Group 5, jungle, Phase 6+): an eight-legged tank that carries two shell shields. It bashes with the shields, sweeps with its tail and slams the ground with a shockwave.
  • Acumnes (Group 5, jungle, Phase 6+): a flying sniper that fires armor-piercing spines. Block them with a shield, or break line of sight with cover.
  • Pedicula (Group 4, Phase 5+): a huge drifting spore mass that floats out of overgrown areas. Spore density is 100% while it is overhead. Shooting it down drops spore bombs, and blight ferns grow where they land.

New systems

  • Ecosystem Ledger: every region has a "richness" value. Killing Group 2 and 3 mobs lowers it, and the lower it gets, the more Group 4–6 defenders the forest sends.
  • Overgrowth spread: overgrowth now slowly spreads into unloaded land even when nobody is around. The area of a Spore Purifier stays protected.
  • Climax: plants now also grow in underground caves, and the organs clear the trees around them, leaving openings in the forest. Climax now begins at Phase 5.
  • Distant hordes: Group 4–9 swarms marching far away stay visible beyond your render distance, and spore storms rise on the horizon.
  • Peaceful: this mod's enemies don't spawn and raids don't happen.

Per-world difficulty

  • New leaf button on the Create World screen and in the pause menu.
  • Adjustable per world: corruption speed, enemy strength, phase progression points, earthquake start day and maximum mob count for invasions.
  • Only operators and the host of a singleplayer world can change these settings.

New operator-only features (creative mode or commands required)

These don't start in normal survival play. You need creative mode or commands to try them.

  • Forest Invasion (tower defense)
    • Place a Target Block (creative tab only, no recipe) in your base. From Phase 7 onward, the forest will come for it.
    • It starts about 60 seconds after a warning. Kill every attacker to win. If the Target Block is destroyed, you lose and corruption bursts out around your base.
    • Attackers break through walls, climb them and destroy containers such as chests.
    • The attack comes from all sides or from a single direction. A boss bar shows how many attackers are left, measured in "biomass".
    • During an invasion, other hostile mobs vanish and stop spawning, and saplings don't grow into giant trees.
    • The Target Block has durability and its own storage screen, and it can't be mined while it is under attack.
    • Commands: /ov td status|start [direction]|stop and /ov biomass.
  • Variants (Hardened / Toxic / Fireproof): don't appear until you run /ov variants unlock.
  • Phases 8–10 and the Siege: reach them with /ov phase set. The Siege boss fight starts when the world reaches Phase 10.
  • Ecosystem Ledger: check and change it with /ov ecosystem.
  • Per-world difficulty: can also be changed with /ov difficulty.

Blocks and items

  • Gun Turret: sneak + right-click to switch firing mode (Both / Anti-air / Ground).
  • New spawn eggs: Scutimnes, Acumnes and Pedicula.
  • More information on the Phase Meter, Spore Density Meter and Pack Scanner.

Balance changes

  • Health changes: Overgrown Scaturium 100 → 50, Phyllosens 60 → 30, Arbora 16 → 8.
  • Sporophyll's aura adjusted: Resistance removed, Regeneration II → I, and a wider range.
  • Gun Turret turns faster: 15°/s → 22.5°/s, and 40°/s → 80°/s when aiming up and down.
  • Blocks destroyed by corruption no longer drop items.
  • Group 4 swarms were rebuilt. They now spawn as mixed groups of different species, move together and despawn together.
  • Raids reworked:
    • Waves only arrive while a player is nearby.
    • The force-loaded area shrank from 15×15 to 5×5 chunks.
    • While nobody is nearby, corruption only advances inside the loaded area.
  • Small raids now give up on targets they can't reach or have chased for too long.

Fixes and performance

  • Better performance overall (vines, dropped items, pathfinding and effects), with fewer chunks kept loaded by earthquakes and raids.
  • Fixed data from one world carrying over when you opened another.
  • Fixed mobs spawning without limit while you were high up, flying or mining.
  • Fixed enemies spawning on Peaceful.
  • Fixed garbled text in the English localization.

Removed

  • Arbora Nest, including nest building, the Arbora Queen, the Nest Core, 4 nest blocks and /ov nest.
  • /siege (use /ov siege instead).

This mod has no additional files