About Crimson Curse: Infection
From ModrinthA virus dormant in the Crimson Forests of the Nether escaped to the Overworld. Now with access to water, it began evolving into horrors one could only imagine....
REQUIRED MODS
- Polytone (For Versions 1.4.2 or higher)
LORE & DESCRIPTION
A virus dormant in the Crimson Forests of the Nether escaped to the Overworld long ago, back when the now-ruined portals littering the world were still lit. In this new, much cooler environment, the virus, initially only being a threat to fungi, developed a powerful symbiotic relationship with the vanilla Zombie Virus, enabling it to form it's own branch of "multi-cellular" life, as well as now be a threat to plants and animals, forcing its victims to grotesquely mutate while their bodies attempt to develop an immunity to the virus-combination. If the zombie virus can infect it, then so can the Crimson Curse.
Five days after first starting a world, a Bloodlink will spawn and begin transforming the landscape around itself into one suitable for its needs: nutrients, protection, and reproduction. While as long as you don't approach its claimed area, it initially won't have much of an effect on your survival experience, one Bloodlink will soon become two, then three, then ten, and next thing you know, something that were once only airborne particles are evolving and breaking down the walls of your base.
Unless you fight back and destroy the Bloodlink(s) while they are one or few, this infection can easily snowball into a force near-unstoppable with only Vanilla gear, but killing these new mobs can give you access to crafting materials to make much stronger equipment. In order to survive, you must have a good grip on Vanilla game mechanics (including block hardness), and be mentally prepared for the onslaught that will soon ensue. Monitor your armor durability, build your base in clever locations and out of strong materials, know that these enemies are immune to fire damage (from the nether being their origin) but weak to the Smite Enchantment (due to the reliance on the Zombie Virus), and be careful where you venture. Good luck.
READ THESE
- Some highly recommended quality-of-life mods to play with include Better Combat (since weapons in this project are generally balanced around this mod), Continuity (it gives certain items emissive/glowing textures for V1.4.2+), and Entity Culling
- When opening a world with this data pack/mod, you may encounter a warning message. Just click "I know what I'm doing!" since nothing is actually at risk, but the game thinks there is. This issue will be fixed soon.
- The 1.21.5 to 1.21.8 version of this project is not yet compatible with most mods that add custom blocks. The game will work fine, but the infection is unable to break or infect certain blocks.
- To remove/minimize the required time spent doing more "grindy" tasks, using gravestone and veinminer mods/data packs is recommended.
DISCORD SERVER
If you wish to keep up to date with the latest updates, changes and bug fixes, see some sneak-peeks into the next update, or just chat with the developer and other players, feel free to join the Discord Server!
If you experience any issues while playing, please report them in the #issue-tracker channel. If you have any suggestions on how this project could be improved, please mention them in the #suggestions channel.
CONTENT
This section is contains a short summary for everything that this mod/datapack has to offer.
MAIN CONTENT
IMPORTANT: For anybody playing V1.4.3+, some new features/changes from those versions have not yet been added here. Please refer to the V1.4.3.1 Changelog for the missing information.
SYSTEMS
- Phase: Dictates the power and events of the infection. There are a total of 7 Phases (-1 to 5). Some events include spawning Bloodlinks, Nodes, Raids, Titan Eggs, or evolving Bloodlinks. Further down, the individual impacts of each Phase are more thouroughly discussed.
- Points: Control what phase the infection is in. Gained whenever the infection reaches its Mass Threshold.
- Mass: A temporary scoring system that increases from infecting blocks and mobs. Once the amount of mass reaches a certain threshold, it resets back to 0, a certain event dictated by the current Phase occurs, and one Point is added. Mass can become a negative number by using Crimson Siphoners & Blighters (explained below), which causes Bloodlinks to take 1hp of damage every 20 seconds until they die.
- Raids: Can randomly occur when the Mass Threshold is reached from Phases 2-5. Raids will seek out a random player in the world, and spawn a Raidlink and Raidlink Pods nearby. If the Raid isn't stopped by killing the Raidlink, a new infected area can form. The number of enemies spawned per raid increases with each phase.
- Reinforcement System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
Highlights
From source dataGame versions
Supports 6 Minecraft versions, the newest being 1.21.8.
Loaders
Runs on Data pack, Fabric, Forge, Vanilla, NeoForge and Quilt.
Footprint
Rated a light load on a server.
What kind of mod it is
From the catalogGameplay & overhauls
New mechanics, content and overhauls that change how the game plays.
Runs on your server
From source side supportModrinth lists Crimson Curse: Infection as required on the server. Check its Modrinth page to see whether players need it too.
Compatibility
- Game
- Minecraft
- Loaders
- Data packFabricForgeVanillaNeoForgeQuilt
- Runs on
- Serverrequired on the server
- Game versions
- 1.21.8 and 5 earlier
Verified at the source
- ✓ModrinthOfficial listing, checked 2026-10-01Open ↗
- ✓AuthorHAILFIRE5445, as published on Modrinth
- ✓LicenseLicenseRef-All-Rights-ReservedFree










