Welcome to The Infection mod! This mod is basically... A zombie apocalypse. But also has many other features!
Only zombies, wolves, squid, slimes, villagers, silverfish, and witches will spawn.
All Nether mobs will spawn in the Nether.
All End mobs (Endermen, Ender Dragon) will spawn in the End (only).
Mob Spawners will still spawn mobs that have otherwise been removed.
The zombie spawn rate has been increased a ton.
The zombies in the mod aren't vanilla Minecraft zombies, they're my own type of zombies!
Zombies have different rare loot drops, from iron ingots to string. There are others of course, but I'll leave you to find them.
Zombies will spawn anywhere! Day or night, light or dark, inside or outside, they don't care! If you leave your house for a bit, be weary when you return, as a Walker may have found its way inside while you were away!
There is a craftable torch you can make to prevent zombies from spawning within a 7 block radius of it! This torch will also catch any zombies on fire that come within that 7 block radius.
Multiple types of zombies:
Walkers: These are the basic zombies. Faster and a bit weaker than the vanilla Minecraft zombies, but they spawn in large numbers and groups! They can easily gang up on ya if you aren't careful!
Runners: A variation of your "basic zombie". These guys are fast! While they may not hurt at much as your average Walker, they can sneak up on you with relative ease and surprise even the most seasoned survivors with large numbers.
Beefers: Large fat disgusting zombies. They vomit at you from a distance and will chase you at a very slow speed, but if they get close enough their melee attack does a lot of damage! They auto-retaliate when hit and are tough to take down even when decked out in full iron armor. These do not spawn nearly as often as Walkers, but can, and often do, spawn in groups of 2-4.
Infected Villagers: These are Villagers that have been killed by other zombies. They are faster than Walkers and have more health, but are a lot weaker attack-wise. They will never de-spawn (like Villagers) but will stray away from their old village. They do NOT spawn naturally and will only appear when a normal villager is killed by a zombie.
A new ore and gem that each come with their own new set of tools.
Tyanite: A metal tougher than iron, though not very rare. It can be found below level 45 or so. This metal is used in almost all new items introduced with the mod. Tyanite tools get around 500 uses before breaking.
Enhanced Diamond: A very precious and somewhat expensive gem! This gem costs 4 diamonds, 1 emerald, and 4 tyanite ingots to create just 1. These gems can be grafted into a sword and tools as well (like tyanite can) and are far superior to diamond tools! These tools work quickly and get 10,000 uses before breaking! They also have the chance to get better enchantments than diamond tools.
This mod DOES work on servers and LAN servers as well!
Weaker than your average Walker in terms of attack power.
Spawn less often than Walkers, but much more often than Beefers.
Rarely drop carrots and/or potatoes.
Slightly nerfed Tyanite Ore generation rate.
Revision 4
Updated to Minecraft 1.4.5 (with a 1.4.2 version added as well!).
Fixed a bug where zombies would NOT spawn in certain biomes.
Fixed the Beefer hit-box being too small.
Added the Tyanite ore/ingot/block/tools.
Added the Enhanced Diamond gem/block/tools.
Added a new torch that will prevent zombies from spawning within a 7 block radius and will burn any zombies that enter that radius.
Updated things to do with Villagers:
Villagers will now run away from zombies when HIT by them!
When a villager is killed it will now turn into an Infected Villager, these do NOT de-spawn.
Infected Villagers are faster and have more health than Walkers, but have a weaker attack power.
Made Walkers a tad bit faster.
Made Beefers drop leather quite frequently, since it was previously un-attainable.
Re-added squids, since ink-saks were un-attainable.
Made Endermen able to spawn in The End.
Removed the add-on functionality. Sorry! May re-add this if a large portion of users request it back.
Revision 3
Updated to Minecraft 1.4.2.
Fixed a bug where vanilla mobs would still spawn in certain biomes.
Revision 2
Added a new zombie, the Beefer!
Bigger (and fatter) than normal Walkers.
Slower than Walkers.
Quite a bit stronger and harder to kill than Walkers.
Multiple attack styles.
A ranged attack.
A melee attack.
Has better loot!
Will spawn anywhere, like Walkers.
They are a decently rare spawn.
Many more secret (for now) features!
New spawn eggs for Walkers and Beefers!
Revision 1
Only zombies and wolves spawn. The nether mobs will spawn in the nether as well.
The zombie spawn rate has been increased quite a lot.
The zombies in the mod aren't vanilla Minecraft zombies, they're my own type of "Walker" zombie. They're a tad weaker and a tad faster than the old zombie, and they look a lot better, in my own personal opinion.
Walkers have different rare loot drops, from iron ingots to string. There are others of course, but I'll leave you to find them.
Walkers will spawn anywhere! Day or night, light or dark, inside or outside, they don't care! If you leave your house for a bit, be weary when you return, as a Walker may have found its way inside while you were away!
Lovely job! I've been looking for a zombie apocalypse mod that wasn't a total overhaul, so this is wonderful. Does it remove mobs added by other mods as well? Also, and I'm sure you've already thought of this (perhaps you've even started work, heh), but specialist zombies to fill combat niches left empty by the removal of vanilla mobs would really liven up battle, even as a sub-mod. Also, some way (other than the tried and true "the floor is lava" set-up) of preventing zombies from spawning in areas would be nice for us obsessive base-builders. Again, you've probably thought of these points, but I wanted them open for addressing.
Thank you for making the mod, and best of luck in the future~!
Lovely job! I've been looking for a zombie apocalypse mod that wasn't a total overhaul, so this is wonderful. Does it remove mobs added by other mods as well? Also, and I'm sure you've already thought of this (perhaps you've even started work, heh), but specialist zombies to fill combat niches left empty by the removal of vanilla mobs would really liven up battle, even as a sub-mod. Also, some way (other than the tried and true "the floor is lava" set-up) of preventing zombies from spawning in areas would be nice for us obsessive base-builders. Again, you've probably thought of these points, but I wanted them open for addressing.
Thank you for making the mod, and best of luck in the future~!
It only removes the vanilla mobs, I wanted to try and make it compatible with other mods so I didn't really want to remove their mobs, not to mention I'm not sure if you can even.
I do plan on adding more types of zombies as add-on updates in-case users just want the normal Walker zombies. Though the other zombies will probably all be grouped together in one add-on as opposed to an add-on for every type, unless people would want that. I may just separate them all, but make a group download for all of them as well.
As for them not spawning in homes and stuff, I'm a beginning modder and just started this mod last night. I wasn't sure how to make them spawn during the day, yet not spawn in homes and stuff. If you can point me in the right direction for that I'd be more than happy to add it! I had a Walker spawn in my home-to-be when I was away on my own playthrough myself.
I may just make it eternal night so that I can prevent them from spawning in light, yet let them spawn all the time since I'm not sure how to avoid that little problem. I basically just said they can spawn anywhere for now! But again, if you can help me out with that I'd be happy to fix it up, I wanted to anyways.
Hey, thanks for the quick response! I'm no coder, but I know that Equivalent Exchange 2 had something called an "induction torch" which repelled mobs...that might be worth a peek. A much easier fix would be changing what blocks the new zombies spawn on. You could even add a new "zombie-proof" block, but I wouldn't recommend it, since that's one more block ID gone/few people want to be forced into using a single block for all floors. Anyways, congrats on your entry to modding! I would have never guessed this was your first time around, if it makes you feel better
Rollback Post to RevisionRollBack
Ask me about giant, Canadian, zombie-steampunk tyrannosaurus rexes.
I own one, and her name is Cuddlemuffins.
Hey, thanks for the quick response! I'm no coder, but I know that Equivalent Exchange 2 had something called an "induction torch" which repelled mobs...that might be worth a peek. A much easier fix would be changing what blocks the new zombies spawn on. You could even add a new "zombie-proof" block, but I wouldn't recommend it, since that's one more block ID gone/few people want to be forced into using a single block for all floors. Anyways, congrats on your entry to modding! I would have never guessed this was your first time around, if it makes you feel better
No problem! I'm actually in class at my college right now.
Yeah I did have the idea of a type of torch or item that would repel them like EE2 has! I could make it so that they only spawn on certain blocks though, such as grass and sand and such. I'm kind of split on what to do about it right now.
And yeah, I'm new to MC modding but I have some experience in Java. Though I'm mostly a website developer, hence I made such an elaborate website for such a simple mod.
I said I was going to get up a mod review for you and here it is! I hope you enjoy it and it would be greatly appreciated if you could link it to the main post so others can learn more about this epic mod!
Thanks! Looks pretty nice, I'll be putting it at the top of the main post and on the website shortly.
I plan on using Forge for the next release, as there are things I'd like to do with the mod that I simply can't do with ModLoader. I didn't really want to do this but... Oh well I guess.
Yeah, sorry for my english. I am from other country.
I am playing the mod already. It's awesome!
Thanks! Good to hear some more feedback. Currently in class but I plan to finish porting the mod to Forge and away from ModLoader since I wish to add some nice updates that only Forge can help with.
Things to do with repelling Walkers and some things to do with Villagers, possibly. I know I'm going to fix villagers not running away from my Walkers, but I needed Forge to do it easily. I may add some more things to do with villagers though.
Hurray for the weekend! I plan to release a big(ish, for the current state of the mod anyways) update this weekend (or soon after, don't quote me on that though. ) now that I don't have college work to slow me down. Well, it'll really be a few updates/features but... I plan to release them all at once.
EDIT - One of said updates will most likely not be described until a few people find out about it on their own. I will say that it will be a new type of Zombie though, but won't say what it will be like. Should be fun.
I'm only saying it's going to be a new type of Zombie because, as the mod description says, it will be in its own little sub-mod that will be an optional download. Didn't want people downloading something they didn't entirely want, after all.
Latest Download!
Another great review by ipodmail!
Here's a great review of the mod from Stuboh95!
Click here to get up to the minute updates on the mod and more via Twitter!
Introduction
Welcome to The Infection mod! This mod is basically... A zombie apocalypse. But also has many other features!
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Features & Updates
Revision 5
Screenshots
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Installation
This mod requires Minecraft Forge!
License
This mod and document are copyright © 2012 and is the intellectual property of Tynarus™, who will be referred to as the "Owner" henceforth. This content may not be hosted or displayed anywhere other than Tynarus.com, TheInfectionMod.com, MinecraftForum.net, or Hypixel.net without prior written consent from the Owner. Mod reviews are allowed permitted Tynarus is informed of them before or after their creation.
[represent]
Sure thing! I can put it up on the main post.
Thanks!
BTW, fix your title.
Thank you for making the mod, and best of luck in the future~!
I own one, and her name is Cuddlemuffins.
Thanks. What's wrong with my title?...
Thanks for the feedback, nice to see nice comments even if people don't use it.
It only removes the vanilla mobs, I wanted to try and make it compatible with other mods so I didn't really want to remove their mobs, not to mention I'm not sure if you can even.
I do plan on adding more types of zombies as add-on updates in-case users just want the normal Walker zombies. Though the other zombies will probably all be grouped together in one add-on as opposed to an add-on for every type, unless people would want that. I may just separate them all, but make a group download for all of them as well.
As for them not spawning in homes and stuff, I'm a beginning modder and just started this mod last night. I wasn't sure how to make them spawn during the day, yet not spawn in homes and stuff. If you can point me in the right direction for that I'd be more than happy to add it! I had a Walker spawn in my home-to-be when I was away on my own playthrough myself.
I may just make it eternal night so that I can prevent them from spawning in light, yet let them spawn all the time since I'm not sure how to avoid that little problem. I basically just said they can spawn anywhere for now! But again, if you can help me out with that I'd be happy to fix it up, I wanted to anyways.
I own one, and her name is Cuddlemuffins.
No problem! I'm actually in class at my college right now.
Yeah I did have the idea of a type of torch or item that would repel them like EE2 has! I could make it so that they only spawn on certain blocks though, such as grass and sand and such. I'm kind of split on what to do about it right now.
And yeah, I'm new to MC modding but I have some experience in Java. Though I'm mostly a website developer, hence I made such an elaborate website for such a simple mod.
Thanks! Looks pretty nice, I'll be putting it at the top of the main post and on the website shortly.
Sure thing! I'm doing a bit of programming now on the website, but plan to do some actual mod updates shortly, something to do with villagers maybe...
What exactly do you mean by publish?... Put it up on the main post you mean?
I plan on using Forge for the next release, as there are things I'd like to do with the mod that I simply can't do with ModLoader. I didn't really want to do this but... Oh well I guess.
Just a heads up.
Yeah, sorry for my english. I am from other country.
I am playing the mod already. It's awesome!
Thanks! Good to hear some more feedback. Currently in class but I plan to finish porting the mod to Forge and away from ModLoader since I wish to add some nice updates that only Forge can help with.
Things to do with repelling Walkers and some things to do with Villagers, possibly. I know I'm going to fix villagers not running away from my Walkers, but I needed Forge to do it easily. I may add some more things to do with villagers though.
Tell me Yes or no, or I can do 2 videos if you like.
It's up to you I guess, either one is fine by me.
EDIT - One of said updates will most likely not be described until a few people find out about it on their own. I will say that it will be a new type of Zombie though, but won't say what it will be like. Should be fun.
I'm only saying it's going to be a new type of Zombie because, as the mod description says, it will be in its own little sub-mod that will be an optional download. Didn't want people downloading something they didn't entirely want, after all.
I am saying that it is awesome dont be confused...