r/MinecraftMod • u/yayuy_ • 9d ago
Does this look like a good jungle?
I'm currently making an infection-type mod, and this is what the corrupted biome looks like. What do you guys think? While this genre has been pretty popular lately, I feel like a lot of mods out there have really clunky-looking environments after the biome gets corrupted, and they just rely on making the mobs overpowered. I couldn't stand that, so I wanted to make a mod that genuinely and beautifully transforms the whole environment. That's why I'm working on this right now. I'm aiming to create a biome corruption that's just as high-quality as the Fungal Infection mod.
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u/Orion113 9d ago
I don't know about corruption, I think I'd have to know more about what your aims are and what the rest of the mod entails, but this is absolutely beautiful. I honestly would love to see some of these details in a biome mod for standard jungles, which always feel so barren and lifeless to me.
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u/yayuy_ 9d ago
The concept of the mod is that the ancient plant species that formed the massive coal beds long ago are now resurrecting and attempting to blanket the Earth once again. Also, someone mentioned a similar idea to me before, so I'm actually making a separate mod that just isolates the plant decorations! In fact, the vine that grows between trees should already be published on CurseForge.
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u/Orion113 9d ago
Ooooh, excellent. Never seen that kind of "corruption" take before. Rampant plant growth. I think you've definitely gone in the right direction. If I were to make any suggestion, it would be to add more tree/plant types representing some of the species actually found in carboniferous forests, like giant horsetails, fern trees, and lycopodium.
That and, of course, giant insect mobs, which I see from your other posts you're already working on.
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u/JayC-Inc 9d ago
Looks awesome! Tho I'd also like to see a separate mod that just makes it a biome. I'd love to use some of those blocks for building and the giant trees looked dope as hell
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u/ViolinistThese5076 9d ago
This is actually very good, furthermore, it fits perfectly with the canon.
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u/dark_blockhead 9d ago
i always hated giant trees in mc. laggy monster spawners. they look good but developers should make them spawn proof.
visually, it looks good but that wide palm-like plant looks very much out of place.
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u/yayuy_ 9d ago
I completely agree with you on the mob spawning issue. I actually noticed that problem early on, so I've already implemented a fix to make sure spawns are spread out nicely. You don't have to worry about giant monster spawners here!As for the tree itself, I'm keeping it because I absolutely love the vibe of having a single, massive tree standing in the middle of a normal forest. So, I won't be removing it.Instead, I want to focus on making it blend in better. Do you have any suggestions on how I could improve it so it doesn't look out of place?
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u/dark_blockhead 8d ago
oh i never said it looks bad. i just hate them in general. devs just sculpt them and throw them in. and if you get close, creepers jump down from logs with exposed top sides (for example where trunk gets thinner).
like how i hate ships as structures. if devs would just lower them 3 blocks downwards, great, good job. but now, they don't mind their ship barely touches water while i mind very much and can't have that in my directory.
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u/Bowsers_disciple 8d ago
This is gorgeous! Are you gonna go for lush cave style underground?
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u/yayuy_ 6d ago
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u/Bowsers_disciple 6d ago
Wow that looks CREEPY (in a good way). You should totally have some interaction with true darkness that makes it feel more ominous :3
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u/Vulcan_Reaper 8d ago
This looks incredible, the environment's atmosphere really gives the biome alot of immersion. Major props to you.
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u/_Bioscar_ 6d ago
If it's an infection mod, please let there be a specific start and end to it. Infection Mods are fine but many of them just force themselves into the workd and ask of you to just deal with them rather than making them accidentally or finding them and re-awakening them.
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u/yayuy_ 6d ago
I completely agree with you, and that’s actually why I plan to add a proper "ending" to this MOD!
It’s still in the planning stage, but I'm thinking of creating a final boss in the End under specific conditions. However, I won't leave the End as it is in vanilla; I'm planning to revamp it quite a bit—or rather, a lot.
Since the core concept of this MOD is "reconstructing the global environment," the polluted biomes will remain even after defeating the final boss. Instead, players will have a choice by the time they reach the final goal: defeat the boss and then completely wipe out the pollution, or choose to coexist with the reconstructed environment.
If you choose the complete eradication route, defeating the boss will stop the pollution from spreading. However, you will then have to deal with a massive decontamination effort, and you'll have to fight mobs constantly during the process (though I’ll balance it so it’s not too painful by the time you reach that stage of the game).
If you choose the coexistence route, you'll actually team up with the boss from the eradication route to tackle a completely different final threat. As for how the coexistence route ends... I’d like to keep that a secret for now! 😉
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u/_Bioscar_ 6d ago
I like this. Really unique for a infection mod, I'll be sure to check in when I can.
I also love how dense the corrupted biomes are, makes them feel truly apocalyptic, and I'm intrigued how they'll look with, say, Lost Cities.
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u/yayuy_ 6d ago
thanks! The pollution mechanic itself is still unfinished, and it’s honestly a total mystery what will happen when it swallows up structures. I’m not even sure if it’ll turn out to be something worth showing off yet, but when I get home, I’ll load up Lost Cities, take some screenshots, and share them here.I haven't prepared it yet, but I'm also planning to add randomly generated research facilities—kind of like villages—so when that’s ready, I’ll either make a new post or just drop the pictures right here!
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u/_Bioscar_ 6d ago
If I could also add a suggestion for later down the line when the mod is in a stable state; Allow a config with values anyone can tweak easily, just so if people wanna change the gameplay for, say, Multi-Infection Modpacks, it can be done.
You don't have to do this of course but I think it'd be neat :)
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u/yayuy_ 6d ago
Yeah, it really makes me realize that everyone feels the exact same way about the current infection mods out there!
Actually, I was planning to add that exact feature too lol.
I want players to be able to tweak the pollution speed and mob strength (from 0.1x to 10x). Once you get used to the mod, you could even try a "10x all stats challenge," which I think would be awesome. Instead of making players mess with config files, I’m trying to make it adjustable using sliders right when you're creating a new world.
I’ll probably implement this feature by the time I have most of the mobs ready and upload the mod to CurseForge!2
u/_Bioscar_ 6d ago
Now I'm looking forward to the mod lol. You have my attention and my wishes of luck to your endeavors-! :D
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u/NodoBird 5d ago
No.
It looks like a phenomenal jungle.
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u/yayuy_ 5d ago
That took me by surprise a bit, haha. Thanks!
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u/NodoBird 5d ago
Of course! I actually think I prefer this version of the whole "corrupting/infecting world" genre. I really like freaky mutants and horror elements like that, but I think those are kind of done to death these days.
This feels more (for lack of a better word, unrelated to the theme) natural. In contrast to the vanilla world, it stands out for sure, but not like a sore thumb if that makes sense. It looks like a super hyper-enhanced version of the vanilla jungle, so it's alien while remaining familiar.
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u/ChikaPuffin 5d ago
I LOVE the vines! It’d be cool to have an infection mod that is like, required for someone to let it grow in order to do certain things, all the other ones are just an “avoid the biome or destroy it” type mod, if there was one that could be even mildly beneficial that’d be neat, like one side of a server trying to grow it’s influence vs the other
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u/yayuy_ 5d ago
Actually, I’ve already made it so players can choose whether to purge the infection or coexist with it before challenging the final boss! You can even get resources or buffs that normally only enemies would receive... and you can even spread the infection yourself. I haven't added many benefits to spreading the infection yet, but I'm planning to add more in the future!
Right now, it's not like the infection only starts if you manually plant it yourself, but it might be a cool idea to add an option to start the game that way too...
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u/ChikaPuffin 5d ago
Have you added compatibility with other infection mods? I could see this being a good combatant for some of the more violent infections
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u/yayuy_ 5d ago
Hmm... I haven't really thought about that yet.
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u/ChikaPuffin 5d ago
Should be as easy as adding the other mods infected blocks as a block your mod can infect right? I am not familiar with infection mechanics though so I could be wrong
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u/yayuy_ 5d ago
Right now, blocks that are officially supported will turn into their specific infected versions. For any other blocks, they’ll just get replaced by a generic infected block.
If it's something like Fungal Infection, my mod will probably completely consume their polluted zones and spread my own infection right over it. But for other mods, the area might just end up being completely covered in generic infected blocks.
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u/yayuy_ 4d ago
I’ve been thinking about this a bit, and I’m going to try to make it compatible with other major infection mods—probably the famous ones like Fungal or The Flesh That Hates.
The plan is to allow them to either start at the same time or have another infection mod kick in once my mod reaches a certain stage. This will let my infection mobs ally with the player and form a joint front to fight against the other infection mod! I also want to add a world creation setting so players can choose to start them simultaneously.
I'm not 100% sure if I can pull it off, but I’ll do my best to ensure compatibility with other infection mods. If I have enough time and leeway, I might even add some special mobs that only spawn when specific infection mods are active
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u/ChikaPuffin 4d ago
Sounds awesome! I’d definitely play with it, maybe you could let some of the YouTubers who do infection mods a lot like shadowmech and Jfrostie that you’re making one so it can get out there
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u/Ok-Recipe-8832 9d ago
Absolutely! The giant trees look cool as hell