One more thing to add on to this video btw, if you for some reason want to reawaken the ancient node after defeating it, just right click it with an impure soul!
Friend: “Hey I just broke your 50 double chests of diamond blocks, just a prank bro.” *Friend has reached the goal [Unleash Incomprehensible Horrors]* *Player has reached the goal [The Skulk Horde, again]* Friend: “WHAT!?”
I love the fact you have to go to an ancient tomb and accidentally awaken the horde before it actually starts spreading, and the animations for most of the mobs and also textures for the items are really well done (Minus the Phantoms) The Wardens aren’t a part of it though which I find kinda odd, but regardless its a very well done mod, and I can’t wait to see what more the Devs will add to it if they have plans too
I love how this mod depicts the sculk as a type of hive mind invasive species controlled by one thing, and the sculk nodes organize, strengthen and give orders from the sculk node. An extension of its body.
This is most certainly the most well balanced infection mod, for a normal survival playthrough I've ever seen. The Flesh that Hates (checking the code) LITTERALY STARTS INFECTING THE WORLD 20 SECONDS after world creation! The Fungal Infection: Spore, is also a super fast start up infection mod. Skulk actually starting dormant and requiring you to be curious in order to activate, is such an amazing feature.
Idk if this mod have any kind of lore or shit, but maybe the warden was created to stop this from happening, all those theories about the portal of the Ancient City was not only to another dimension but one full of this batshit insane things. Or is just everyone and everything owing him those 16 dolars
Been loving the infection mods ya been showcasing a ton that i went and attempted to put together a modpack for it using mostly Sculk Horde and Fungal Infection: Spore Havent tried making a ton of packs before but hoping it plays well, gotta test it a bit to make sure it's playable haha Keep up the awesome vids on these mods, they've been super helpful!
On the modes official page, it mentioned that it initially uses infected mobd, but then makes its own. The logical way if rising this is that the mod is unfinished so fat, and it will aventuslly be able to produce sculk-based monstrosities, created only from scull. Kinda like the warden, but more randomly violent.
I think that its cool how it infects the normal vanilla mobs, only complaint I have about it is that it shouldn't be able to naturally spawn those mobs. It should only be able to get stuff like skulk ravagers, vindicators, endermen, etc, by infecting them after they have already spawned. I feel the skulk endermans role as a scout should be replaced with an original skulk themed mob, maybe based off an old warden concept. Skulk endermen should still be OP though. It would be awesome if when you are around an important area (like a node), instead of there being a bunch of mobs that spawn to protect it, a Warden should spawn, Wardens (and skulk shriekers) should only spawn around areas of importance for the skulk, maybe have some sort of ancient final boss for the ancient node instead of a warde? Idk, I just feel like instead of corrupted vanilla mobs there should be original skulk mobs (not removing corrupted mobs though). We had old Warden concepts like the Beast (Which would jump around and climb stuff) We had the Hollowed (same as the warden really, maybe it could be repurposed as the final skulk boss?) We had the Stalker ( Similar to the warden, but would summon a bunch of souls out of its chest to give you the glowing effect so Skulk mobs can always see you) There was one unnamed one that could collapse into a form that could travel through a one block space. And one Idea I had personally is a Skulk Coroupter (instead of a phantom) That drops skulk onto areas with a lot of biomass. They should hire me fr
They would have to recode a bunch of things just to make it even have a chance at working, and coding takes time. a LOT of time. Might take years to get that working. And the problem with the infecting mobs to turn into sculk instead of spawning them, is that it won’t be able to load all those chunks, which means by the time you get to a previously unloaded area, there would be no sculk mobs at all, just a barren wasteland, since vanilla mobs don’t spawn in unloaded chunks and despawn pretty quickly. That’s assuming the vanilla mobs don’t despawn imeadiately if you get too far away. And plus, it would make the horde basically defense less as you could just sleep and the horde would have not have many mobs at all, since the night-time mobs would be its main source of mobs. Additionally, mobs such as vindicators are pretty rare as they are only limited to raids and mansions, and the ravager only appears in a raid. Imagine having a sculk vindicator and ravager spawn (which would be incredibly rare in your version of the mod) and just get put down in a few strikes and arrows. Super underwhelming. It would make those mobs useless. And bee’s and bee hives? Not that rare, but not exactly common either. And plus at that point the sculk of your mod would only have mites (assuming you kept them) and can’t infect the bees. Sculk bees are quite important to the horde in the og mod mind you, as they help infection a lot. Not only that, you would have sculk endermen wandering around everywhere, who are strong enough to take up to 2-5 god apples to defeat, making the game unplayable. By the way, WTF is biomass? Are you talking about sculk mass? Because then it doesn’t make sense. Sculk mass is the amount of mass the horde accumulated, not a space or area. And if you meant infected sculk areas, then it wouldn’t do anything. If you mean not corrupted areas, then the sculk phantoms would still be more effective as they can fly and are faster, alongside being able to fly over obstacles like trees while your “sculk corrupter” mob would get stuck in.
The last comment I made was getting too long so I’m typing here now. Anyway, the unnamed warden concept would be pretty useless, outside of one or two jump scares every 50 in game days, as most of the time you don’t need to crawl in a one block space. The stalker concept would make the game unplayable. Imagine ONE stalker hitting you and making you glow, and an entire army of sculk mobs INCLUDING sculk endermen, would just suddenly charge at you. Doesn’t sound too fun, does it? Beast might work, but not like a warden. It’s abilities could be given to a different mob instead. Reason? Well, the beasts ability to climb would make it so that infestation purifiers wouldn’t be basically invincible when they are on a tower, but if it had attack damage similar to the warden it would make fighting back using purifiers literal hell, and unenjoyable. Don’t have anything to say about hollowed as I don’t know anything about it.
After all this, I believe that they shouldn’t hire you fr. At least not until you learn to think about balance and enjoy ability. Having these concepts are cool, but they have to be balanced so the mod is fun to play in survival. No one enjoys getting swarmed by dozens and dozens of mobs, or not being able to beat the mod. And they might find the mod extremely frustrating instead of fun to play.
@@Green_The_Gamer Dawg wrote a whole essay uh ok. I feel I should explain: When I was taking about the Unused Warden concepts I was stating stuff Mojang said about them as a concept, obviously you would change them for the mod. And about infected mobs not being in large quantities, I feel there shouldn't be that many infected mobs due to the only cannon thing about the skulk is its ability to form its own creatures for defense and attack, while infecting is cool, it would make more sense for a bulk of its army to be skulk-based mobs. Infected mobs could still be dangerous, imagine the skulk infecting your farm, or any mobs that spawn in on the skulk are immediately infected. My point is that there should be no way for the skulk to "produce" infected mobs out of nowhere. The fundamentals of the mod are perfect I just think it was a missed opportunity not creating more skulk-based mobs.
Could you do a video like this for the Spore mod? There's not a lot of info on the mod and a video on how to properly deal with it would be a big help.
Tried seeing if FAW works well with the other two in a modpack i put together, but i did find some pretty funny behaviour between them and the other two mods They definitely have compats but it gets pretty silly once it starts assimilating the sculk horde
the fact that the ancient node is just open and easy to defeat when you come back for it, I would wonder if something so ancient would be harder to defeat.
The only thing I don't enjoy about a lot of these infection mods is how they completely replace grass/dirt blocks with their respective block. It makes the landscape look kinda awful and not in a cool way, especially from afar. I think having infected versions of grass/dirt blocks would make it look a lot better. But that's just my opinion.
What bother me with this mode is that you can simply go away 10 000 blocks away and it doesn’t follow you, it would be nice if it could still infect other places far from where it started
If you aren’t careful in an Ancient City/Deep Dark area, you can cause a gravemind (Sculk Node) to spawn their and then you have a new extension of the Horde where you are anyway.
Hiya hiya, i got a question ik ur not the creator but i would like to know if u modified ur ticks for the infection to progress faster or is it the normal speed and if it can be configured trough the files
I wonder if you could give suggestions too those developing this mod? I do have one idea that I'm curious what their thoughts will be honestly; soo. . yeah. {=) It ain't much, just a sculk mob idea, that's all.
@@KaratFengMinecraft Oh, cool, thank you so much! =D Um, just so ya know what I wanna suggest, it's a sculk mob I call "The Sculk Farmer" ; it's an infected Villager who farms the sculk lands around it to help the sculk build up more mass. And if I can push my luck with this, I can also see them building up rudimentary defenses around a gravemind to make that a bit harder too kill it (and all the more satisfying when ya do). Soo, um. . whaddia think, interesting or no? {=)
You forgot to include how to make the infestation purifier, you only showed 4 crafting recipes instead of the infestation purifier one. I don't want to use JEI
Farfa ya sé por qué no funcionó tu plan por eso los nodos tenías que agarrar las piezas unas cuadradas cuando los nodos se destruyen ahí aparecerá una pieza que te ayudará a destruir el núcleo por eso es que no te funcionó nunca te la pieza esa cuando los nodos se destruyen ahí te dan una pieza y que te sirven que es como algo que te ayuda a restablecer el núcleo y te ayuda a desactivarlo no lo desactivaste si no lo dejaste activo
One more thing to add on to this video btw, if you for some reason want to reawaken the ancient node after defeating it, just right click it with an impure soul!
I recorded that and forgot to include it at the end, whoops
Friend: “Hey I just broke your 50 double chests of diamond blocks, just a prank bro.”
*Friend has reached the goal [Unleash Incomprehensible Horrors]*
*Player has reached the goal [The Skulk Horde, again]*
Friend: “WHAT!?”
can't wait to hold the server hostage with the threat of sculk armageddon.
That's very good to know, I was afraid to take it out because it's a fun challenge, even when you're well equipped to fight it.
Hey brother, it won't let me download it like I did 😢
I like you can see the wither storm cabin just chilling there because it also spawns at 0 0
I guess that’s one way you could defeat the sculk hoard
@@inquisitorthomasdefinitely536 yeah, but now you have an entirely new problem
@@Baller-e2k true but this problem also has a really cool ost
@@inquisitorthomasdefinitely536 real
I love the fact you have to go to an ancient tomb and accidentally awaken the horde before it actually starts spreading, and the animations for most of the mobs and also textures for the items are really well done (Minus the Phantoms)
The Wardens aren’t a part of it though which I find kinda odd, but regardless its a very well done mod, and I can’t wait to see what more the Devs will add to it if they have plans too
the phantom will get a new texture and animation in the next update and it look awesome
the phantoms look pog af (i hate them tho, they're so annoying)
the devs say they didnt include the warden it would make the mod too unbalanced
I love how this mod depicts the sculk as a type of hive mind invasive species controlled by one thing, and the sculk nodes organize, strengthen and give orders from the sculk node. An extension of its body.
The extra dimensional tyranid hive mind
@@ultraflopp2802 y e s
@@ultraflopp2802 less that, more the flood.
@@vanconojl I mean the intelligence is literally called the gravemind, you can see the flood inspiration
This is most certainly the most well balanced infection mod, for a normal survival playthrough I've ever seen. The Flesh that Hates (checking the code) LITTERALY STARTS INFECTING THE WORLD 20 SECONDS after world creation! The Fungal Infection: Spore, is also a super fast start up infection mod. Skulk actually starting dormant and requiring you to be curious in order to activate, is such an amazing feature.
The warden attacking the horde is a nonsense of this mod
They didnt pay the rent
the warden is hardcoded to attack everything
all of them owe the Warden $20
Warden wants his 5 dollars back
Idk if this mod have any kind of lore or shit, but maybe the warden was created to stop this from happening, all those theories about the portal of the Ancient City was not only to another dimension but one full of this batshit insane things.
Or is just everyone and everything owing him those 16 dolars
It's Terraria's Corruption on steroids. Pretty neat.
true very true
Mixed with a bit of Halo's "Flood" as well. I mean, the mod's "central intelligence" is even called the Gravemind
Been loving the infection mods ya been showcasing a ton that i went and attempted to put together a modpack for it using mostly Sculk Horde and Fungal Infection: Spore
Havent tried making a ton of packs before but hoping it plays well, gotta test it a bit to make sure it's playable haha
Keep up the awesome vids on these mods, they've been super helpful!
On the topic, id love to see a more indepth video on the spore mod if you can, that one's quite tricky to find good vids explaining how it works!
I've tried 4 infection mods already and it's pretty fun
Try using other Sculk mods like Deeper and Darker with Sculk Horde, and find a way to combine them into one Super-Sculk
deepest and darkest?
Your genius scares me.
Such an incredible video, was struggling to understand the mod and after watch your video, everything is better, thank you
Glad it helped!
lggj aqui que sortee
lggj pode me ajudar?
On the modes official page, it mentioned that it initially uses infected mobd, but then makes its own. The logical way if rising this is that the mod is unfinished so fat, and it will aventuslly be able to produce sculk-based monstrosities, created only from scull. Kinda like the warden, but more randomly violent.
The skulk on your shoulder is growing every video! we got lore!
Zombie piglins will be your friends because they usually attack the horde usually in packs
I think that its cool how it infects the normal vanilla mobs, only complaint I have about it is that it shouldn't be able to naturally spawn those mobs. It should only be able to get stuff like skulk ravagers, vindicators, endermen, etc, by infecting them after they have already spawned. I feel the skulk endermans role as a scout should be replaced with an original skulk themed mob, maybe based off an old warden concept. Skulk endermen should still be OP though. It would be awesome if when you are around an important area (like a node), instead of there being a bunch of mobs that spawn to protect it, a Warden should spawn, Wardens (and skulk shriekers) should only spawn around areas of importance for the skulk, maybe have some sort of ancient final boss for the ancient node instead of a warde? Idk, I just feel like instead of corrupted vanilla mobs there should be original skulk mobs (not removing corrupted mobs though).
We had old Warden concepts like the Beast (Which would jump around and climb stuff)
We had the Hollowed (same as the warden really, maybe it could be repurposed as the final skulk boss?)
We had the Stalker ( Similar to the warden, but would summon a bunch of souls out of its chest to give you the glowing effect so Skulk mobs can always see you)
There was one unnamed one that could collapse into a form that could travel through a one block space.
And one Idea I had personally is a Skulk Coroupter (instead of a phantom) That drops skulk onto areas with a lot of biomass.
They should hire me fr
They would have to recode a bunch of things just to make it even have a chance at working, and coding takes time. a LOT of time. Might take years to get that working. And the problem with the infecting mobs to turn into sculk instead of spawning them, is that it won’t be able to load all those chunks, which means by the time you get to a previously unloaded area, there would be no sculk mobs at all, just a barren wasteland, since vanilla mobs don’t spawn in unloaded chunks and despawn pretty quickly. That’s assuming the vanilla mobs don’t despawn imeadiately if you get too far away. And plus, it would make the horde basically defense less as you could just sleep and the horde would have not have many mobs at all, since the night-time mobs would be its main source of mobs. Additionally, mobs such as vindicators are pretty rare as they are only limited to raids and mansions, and the ravager only appears in a raid. Imagine having a sculk vindicator and ravager spawn (which would be incredibly rare in your version of the mod) and just get put down in a few strikes and arrows. Super underwhelming. It would make those mobs useless. And bee’s and bee hives? Not that rare, but not exactly common either. And plus at that point the sculk of your mod would only have mites (assuming you kept them) and can’t infect the bees. Sculk bees are quite important to the horde in the og mod mind you, as they help infection a lot. Not only that, you would have sculk endermen wandering around everywhere, who are strong enough to take up to 2-5 god apples to defeat, making the game unplayable. By the way, WTF is biomass? Are you talking about sculk mass? Because then it doesn’t make sense. Sculk mass is the amount of mass the horde accumulated, not a space or area. And if you meant infected sculk areas, then it wouldn’t do anything. If you mean not corrupted areas, then the sculk phantoms would still be more effective as they can fly and are faster, alongside being able to fly over obstacles like trees while your “sculk corrupter” mob would get stuck in.
The last comment I made was getting too long so I’m typing here now. Anyway, the unnamed warden concept would be pretty useless, outside of one or two jump scares every 50 in game days, as most of the time you don’t need to crawl in a one block space. The stalker concept would make the game unplayable. Imagine ONE stalker hitting you and making you glow, and an entire army of sculk mobs INCLUDING sculk endermen, would just suddenly charge at you. Doesn’t sound too fun, does it?
Beast might work, but not like a warden. It’s abilities could be given to a different mob instead. Reason? Well, the beasts ability to climb would make it so that infestation purifiers wouldn’t be basically invincible when they are on a tower, but if it had attack damage similar to the warden it would make fighting back using purifiers literal hell, and unenjoyable.
Don’t have anything to say about hollowed as I don’t know anything about it.
After all this, I believe that they shouldn’t hire you fr. At least not until you learn to think about balance and enjoy ability. Having these concepts are cool, but they have to be balanced so the mod is fun to play in survival. No one enjoys getting swarmed by dozens and dozens of mobs, or not being able to beat the mod. And they might find the mod extremely frustrating instead of fun to play.
@@Green_The_Gamer Dawg wrote a whole essay uh ok. I feel I should explain: When I was taking about the Unused Warden concepts I was stating stuff Mojang said about them as a concept, obviously you would change them for the mod. And about infected mobs not being in large quantities, I feel there shouldn't be that many infected mobs due to the only cannon thing about the skulk is its ability to form its own creatures for defense and attack, while infecting is cool, it would make more sense for a bulk of its army to be skulk-based mobs. Infected mobs could still be dangerous, imagine the skulk infecting your farm, or any mobs that spawn in on the skulk are immediately infected. My point is that there should be no way for the skulk to "produce" infected mobs out of nowhere. The fundamentals of the mod are perfect I just think it was a missed opportunity not creating more skulk-based mobs.
im so glad the general populace doesn’t try to learn game design
Could you do a video like this for the Spore mod? There's not a lot of info on the mod and a video on how to properly deal with it would be a big help.
Nice video! I love the showcase!
(By average walmart bag, this is to stop bots from copying)
5:34 " And this one isn't ready to be collected - AH-"
Love how you use terraira music here because how the sculk horde is kind of like the Corruption spread from terraria
Try survive in a From another world, sculk horde and fungal infection spore in same time
You can choosen others mods to help you
Tried seeing if FAW works well with the other two in a modpack i put together, but i did find some pretty funny behaviour between them and the other two mods
They definitely have compats but it gets pretty silly once it starts assimilating the sculk horde
@@WinstonWhitetail yeah I tried helping the sculk once but FAW had me in a chokehold 🤣
the fact that the ancient node is just open and easy to defeat when you come back for it, I would wonder if something so ancient would be harder to defeat.
0:00 Intro
0:36 Infection
2:11 🤷♀
3:27 Purification
4:25 Crying Obsidian
5:19 Skull Resin
6:57 Skull Sweeper
7:43 Killing the Sculk Horde
8:40 Returning to the Skull
Where are the wrath of the sculk series? Probably my most favorite SMP across the Internet!
I had no clue how to start the infestation for 2 days thanks so much
Honestly the skulk needs more infection mechanics since it already has a cool method of doing so
The only thing I don't enjoy about a lot of these infection mods is how they completely replace grass/dirt blocks with their respective block. It makes the landscape look kinda awful and not in a cool way, especially from afar. I think having infected versions of grass/dirt blocks would make it look a lot better. But that's just my opinion.
The best of the mod is how the sculk enderman kills you in one hit even at 35 armor xD
I accidentally summoned the horde in an SMP with my friends and it was the most horrifying thing I have experienced in Minecraft
The astral infection theme is very suitable
Terraria Corruption theme in the background of a mod showcase about an infection that spreads through the world
I was waiting for somebody to say this lol
Another thing is the Purification Flasks are very similar to the Purification Powder from terraria
calamity soundtrack is recognisable anywhere
I was wrong, it does last.
Well, at least until it is destroyed.
I wonder if this is compatible with the Deeper and Darker mod?
Do you have any tips on finding underground nodes? I’m having a lot of trouble finding them
sadly no, I hope they add some sort of way to locate a node, like a compass or an eye
4:10 ah yes
Deep fried cheese block
Corruption music fits perfectly
Infect an Ancient City with this mod 😂😂😂
Add yourself and your Wardens to your team and the sculk mobs to another and then.......
What bother me with this mode is that you can simply go away 10 000 blocks away and it doesn’t follow you, it would be nice if it could still infect other places far from where it started
no, thats the point, it feel more real and not artificially infecting everywhere you go
I meant think they more something like it would continue to to spread out even after you left the area right now
@@crowbell3059 yeah but it would be really really long for it to even go from 0 to 10 000 blocks
It will at the first chance it gets. The next time you're near any sort of skulk it will start spreading from there.
If you aren’t careful in an Ancient City/Deep Dark area, you can cause a gravemind (Sculk Node) to spawn their and then you have a new extension of the Horde where you are anyway.
Infected? Propagate? I think you mean impregnated.
If I rotate a place that started getting corrupted with the "anti-infest" block, will it stop?
Hiya hiya, i got a question ik ur not the creator but i would like to know if u modified ur ticks for the infection to progress faster or is it the normal speed and if it can be configured trough the files
Pretty sure it’s the files, not the mod creator but tick rate affects the general gamespeed (including mobs) not just the Sculk
Hol up, we just gonna gloss over the fact that bro has the wither storm?
*_Celestisynth vs Infection Mods!!_*
Please Download the mod like that the name is "infectum the cult infection fight four infection mod
can i make the skulk activate on startup
in the config yes
@@KaratFengMinecraft how do i get in the config
13 hours ago 😮
How to teleport to the coordinates
Watch rimworld - v.o.i.d teaser
Sculk horde vs the flesh that hates?
But is there an way to "work for the sculk horde" ?
Also I am the one who put the sculk on you, not sorry !
i cant find skool tomb i am at 00 00 00 i cant find it can you help me
does it only start when u place a block or...
when you go near the ancient core
the video is amazing but I cant find those living rocks
can anyone help me ?
W Video, as always
Thanks!
So thats how u beat em
What is the name of this mod in marketplace i cant find
Can you do this with the thing
Does it work on multiplayer?
yes
Oh, when me and my mates tried it. It. we couldn’t get the sculk to activate. I tried on single player and it worked so idk why it wasn’t
@@chillingcloud5897 you can go ask for more detail on their discord
@@KaratFengMinecraft I can't find the discord could u give me link or tell me were to find it
What IS a skulk
Can i ask a question pls?
you just did
no ones gona talk about the wither storm at 0:09 ?
Nope
I wonder if you could give suggestions too those developing this mod?
I do have one idea that I'm curious what their thoughts will be honestly; soo. . yeah. {=)
It ain't much, just a sculk mob idea, that's all.
you can go on their discord
@@KaratFengMinecraft Oh, cool, thank you so much! =D
Um, just so ya know what I wanna suggest, it's a sculk mob I call "The Sculk Farmer" ; it's an infected Villager who farms the sculk lands around it to help the sculk build up more mass. And if I can push my luck with this, I can also see them building up rudimentary defenses around a gravemind to make that a bit harder too kill it (and all the more satisfying when ya do). Soo, um. . whaddia think, interesting or no? {=)
does the horde spread out of sim and render distance?
only certain thing, like the phantom and the node
Good video
Thanks
You forgot to include how to make the infestation purifier, you only showed 4 crafting recipes instead of the infestation purifier one. I don't want to use JEI
you can see it at 6:34
@@KaratFengMinecraft Oh i didn't see a timestamp for it
CALAMITY OST???
thanks
Can you do this too with the fungal infection mod and from another world?
Bedrock?
no, java only
Is the mod still in update ?
yes, more content will come
Farfa ya sé por qué no funcionó tu plan por eso los nodos tenías que agarrar las piezas unas cuadradas cuando los nodos se destruyen ahí aparecerá una pieza que te ayudará a destruir el núcleo por eso es que no te funcionó nunca te la pieza esa cuando los nodos se destruyen ahí te dan una pieza y que te sirven que es como algo que te ayuda a restablecer el núcleo y te ayuda a desactivarlo no lo desactivaste si no lo dejaste activo
I just made an update video on this
I need some advice i just checked the stats on my sculk horde and it has a accumulated mass of over 37 million what do i do now?
run.
i would've liked it if the infection would start right when you first spawn !
you can do that with the config
cool
}
So this wont work if the 0-0 chunk was loaded before adding?