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And here we are, after a long period of time, mutationcraft has come to an end. While this mod did not get the glory it deserved, I'll make sure that our rework of this mod will, having a config, better models,animations,code everything you've ever asked for, but that will take time! As it is finally over, in fact it just began, because we started working on FD:M today, by making models and animations with more to come!

Changelog:

  • Putrid Blocks are now easier to break

  • Putrid Blocks are now flammable

  • Port to 1.20.1

  • Discontinued ( Finished )

We'll see each other again soon, in 2024, goodbye mutationcraft!

For more info about the new mutationcraft mod ( FD:M ), join the discord server.

And here we are, after a long period of time, mutationcraft has come to an end. While this mod did not get the glory it deserved, I'll make sure that our rework of this mod will, having a config, better models,animations,code everything you've ever asked for, but that will take time! As it is finally over, in fact it just began, because we started working on FD:M today, by making models and animations with more to come!

Changelog:

  • Putrid Blocks are now easier to break

  • Putrid Blocks are now flammable

  • Port to 1.20.1

  • Discontinued ( Finished )

We'll see each other again soon, in 2024, goodbye mutationcraft!

For more info about the new mutationcraft mod ( FD:M ), join the discord server.

Version 1.0.5 for Mutationcraft is finally here! Changelog:

  • Added three new mobs that contrast eachother as they can evolve from another and also spread the infection on blocks!

  • The mobs are Light Hook, Medium Hook, and Heavy Hook. As you can probably guess they evolve to the biggest one in time, from light to medium = 5 minutes and from medium to heavy = 10 minutes. They will try to spread the infection so the best thing to do when encountering them is to kill them on sight because not only they will spread the infection on blocks, but also summon miters and necroptors! Light Hooks and Medium Hooks will spawn from stage 3+ and the Heavy Hook will spawn from stage 4+.

  • Added a lot of gamerules that help modify the content of the mod related to the hooks and others, check the gamerules tab from my discord for more information.

  • Parasitic Roller has had it's living sound changed.

  • Enderman has been nerfed, again.

  • Now, when a necroptor dies, there is a 5% chance a light hook will spawn nearby. Only light hooks can be spawned this way, but keep in mind that these hooks will evolve after 5 minutes, and the mediums will evolve into heavy ones in 10 minutes, so it's best to kill these right away!

  • Fixed the biggest bug of the mod that made the player "despawn" when killing an entity, or entities despawning when getting killed, this was very important and a highly reported error, so now it's fixed!

  • Rebalanced some hp and damage problems

And that's it! I do realize that this is not as much content as you guys want especially for a 2 month update, but you need to listen to my excuses as well, I was very busy with school and with other mods. The mod is almost done and I don't want to keep working on it that much because of that. It's also made in mcreator, so it's a pain to make it, I am glad that the mod is almost finished, thanks for understanding

By ASEStefan @TeamAbyssal.co

Well, it definetely has been a while... Changelog:

Added three new entities:

Parasitic Ram - This creature is a small horde of creatures all put together. 4 Assimilated Humans holding this means extra work and strength for them! If they'll see you they'll get the rage effect making them stronger and faster. They can also knock the player far if close to them.

Parasitic Roller - This guy will roll a boulder. Both this and the ram are stage 3 mobs. He will also be a problem, playing around with you, throwing and pushing you away. If you jump when he will do that, you will get thrown even more far away, tripling the jump effect.

Parasitic Shooter - The first flying entity of the mod which can either fly very high in the sky or very low to the ground level. He shoots parasitic projectiles that inflict poison,weakness and mutagen sickness. He also summons miters on the ground to infect the world quicker ( works as bait for the hazmats )

Other Changes:

Miter's spawnweight has been reduced by 10.

The flayer will now only spawn necroptor bombs whenever is attacked by the player.

All achievements have been deleted.

Changed a bit the way stages work.

The assimilated evoker and corrosion queen will no longer use their abilities when attacking other creatures than the player due to massive lag spikes.

The hazmat guard and hazmat leader have been nerfed in terms of damage by 2 units.

Slight change in the stage 4 spawn eggs.

Little decrease of the enderman chance to tp to you.

New Gamerules:

Stagesshowup - Put this to false if you don't want to see and hear the stages grow.

Putridblockspreading - Put this to false if you don't want the blocks or vines to spread anymore.

Stagesadvance - Put this to false if you don't want the stages to keep growing. Ex: When it hits stage 3 you can put this gamerule to false, and the gamerules won't advance anymore.

Mutationcraftdrops - Put this to false if you don't want the mobs of the mod dropping any loot.

The long awaited update is here, aka the biggest update of mutationcraft yet!

Changelog:

New Entities:

Flayer - This entity is a stage 3 entity, therefore it spawns only after stage 3 officialy hits. He can shoot necroptor bombs at you and also go underground. But there is one more way for him to spawn, that would be if an assimilated human kills 5 skeletons!

Corrosion Queen - Flawless queen of the infected sea. She has mutated wings on her body, scales are messed up and she can partially fly. Do not let her charm you, because she's a stage 4 mob and you do not want to mess with her. She can begin a chant that will slow all the players in her range for 15 seconds. During this, you can not move at all and you can only pray. Her hits are hard because not only she deals a massive amount of attack damage, but she also inflicts corrosion on each hit and degrades armor even more as time passes. She can summon some spikes that if you touch, you will be inflicted with poison. But, she can also summon one single spike above the player's head that will explode on touch with him and also give him bleeding if he's near it. Once she kills a player she'll recover to max health.Because of her scales, she has an amazing armor, making her even more impossible to kill. She will only use her abilities if she's attacked, just like the evoker.

Human Herder - Big and tanky brute made just to destroy it's surrounding enemies. He is an experiment made from multiple humans and human stages. He has a special attack that works only on players but if you are hit, it'll throw you far in the distance. He's also a stage 4 mob which means that he's very strong and you got to have good equipment when battling him.

Resenter - New tanky brute. This mob is one of the strongest in mutationcraft even though he has no special abilities.

Assimilated Creeper - One new assimilated variant. This one though, is very special to say the least! He'll bypass hazmats and also when on touch with the player he'll explode! He is very fast so he acts like a kamikaze pilot. This ability of his will activate once he has less than 10 health. He will have weak hits towards you to aggro you to hit him to make him go crazy and explode!

/// Other Changes

The reductor and necroptor now have a smaller chance of infecting the enderman if it's not stage two.

The necroptor can now finally fit through 1 block tall gaps.

Necroptor and Reductor got nerfed in terms of damage, Necroptor: 7 -> 5; Reductor: 9 -> 7;

Mutagen sickness chance of duplicating itself reduced to 30%.

The stages and sounds now can be seen/heard.But they are bugged because no amount of coding can fix this ( I don't know how to make it ).Because, if you die, they show themselves multiple times. Only if you play hardcore it will actually show it right!

The enderman can now only be infected via other environments from stage 2 and up. But, all parasites can infect him earlier, exception being the reductor and necroptor. However, there's only a small chance that they'll infect him.

Changed the texture of the diseased block.

Removed the old diseased block.

Reductor's health has been reduced to 30.

The necroptor and reductor now have a different sound when infecting other creatures.

New effect called Sign Of Fire

This effect can only be obtained if u are hit with the sign of fire potions / arrow.

This effect will spread around, causing every mob to be lit on fire ( applies to player also).

In order for the fire to spread, you need to throw the potion to an entity ( just like normal potions ).

/// Back to Changes

Fixed mobs spawning too early

The spawn eggs of the entities now have different rarities ( colored names basically ). That means that the better and stronger the mob is, his spawn egg will have that name colored; Stage 0 -> Common; Stage 1 ->Uncommon; Stage 2->Rare; Stage 3->Epic; Stage 4 and up, diff spawn eggs;

The necroptor will now only transform into a Reductor if he manages to kill 5 zombies, so now the passing time method is no longer valid / in the game.

New custom spawn eggs for mobs that are stage 4 and higher

Changed the texture for the necroptor bomb

Reductor can't make itself invisible anymore

All entities spawn weight's have been reduced by 3

Remembered to make the entities weak to fire aspect as well

Added a new item called Totem of Immunity that is craftable and will make it's user immune for 20 seconds. The downside of this is that it can only be right-clicked, that meaning that it has to be in your right hand, and also because of it's big cooldown of 10 minutes.

And so, that's the long awaited update. Please, I can't tell you this enough, but be patient with the updates and please hype the mod a bit because the artist worked hard for some of the models so please be patient, enjoy!

Statistics for the models ( interested people ) Flayer - 3 hours Corrosion Queen - 2 hours Human Herder - 4 hours Resenter - 10 to 15 hours Assimilated Creeper 8 hours ( He made multiple variants )

External resources


Project members

TheASEStefan

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License
MIT
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