@rompevuevitos222 Rn the gameplay is flawed and favored towards the player due to the lack of balance. However the intended gameplay will soon be to start in mid-game as a hard challenge which will require a strategic gameplay to be destroyed, we're nearing our next update release. So await a MASSIVE update very, very soon
This and scape and run really feel the most “involving” by just starting a creative world and staring at it, because the survival gameplay is so not thought out. Like parasites is fun but it’s impossible to contain and even with mods to help, you just lose WITHOUT seeing a MAJORITY of the content. Same with this mod, if it’s intended to be fought back fast, then the “fun” of the mod is by barely experiencing ANY of it. I’d love if you could like make more specific items and got more unique rewards for fighting even if stuff gets taken over. Like making cool weapons or armor from drops that ACTUALLY DO SOMETHING to the new enemies. Like items that block those new status effects or armors that stop damage from certain new enemies. They all have cool concepts but why put so much detail into somethin nobody will ever get to really playthrough. Like yeah watching a world get destroyed is cool but, is that reeeeaaally that compelling when the only way to see that actually is through creative or just basically being so strong with broken mods it’s unfair.
if you want a more gameplay focused infection mod maybe look into the sculk horde you can control when it starts, it gives you breathing space for both it and you to build up, it doesn't do mob spam and instead using this mobs more sparingly because it can run out if you beat it up enough, you get to see all of it because you need things that it makes to be able to find it, it is rather smart in its late stages and will try and focus you and villages, no crazy unfair effects, and most of its mobs aren't insanely powerful plus you and it will clash often so you can curve its growth and then build up while it reclaims land and gets its mobs back up.
Sculk Horde is probably the most fun and balanced infection mod. You can destroy it, but it's very late game unlike this where you need to destroy it early, also has balanced mobs and becomes intelligent later on
This is so true, and it's super sad. I initially thought this mod was leaning more on the 'fair' side with the whole 'burning the flesh' thing, but having seen this video now, those weaknesses really do not make up for its strengths. It really is sad how these mods barely focus on the player experience (which is supposed to be the main focus!), because their concepts could be extremely cool if done properly. Sculk Horde as of right now is the only balanced one, but it doesn't have to be that way forever... What's it gonna take for the other mods to add a cure like sculk horde did? Edit: And by the way, i keep seeing people in these comments say things like 'these mods are meant to be paired up with others' or 'they're not meant to be defeated' - alright, but then what's the point? You mean to tell me these mods are rendered unusable without a bigger modpack AND even with said modpack the idea of the mod is to just render you helpless against them? I really believe a good half or more of people who say this have never actually played the mods themselves, because then they'd understand how frustrating it is preparing for days on end and all that effort amounting to absolutely nothing.
The solution? Just add a flesh dragon for players that also have ice and fire: dragons installed. The flesh dragon will basically insta-kill all players. Far better in my opinion and I am not saying this to be deliberately awful. Also dying to s flesh dragon prevents respawn like you're in hsrdcore
ah yes, another infection that is POORLY balanced. seriously, i frequently need to go into peaceful just to get my damn frames back. a stupid debuff that makes your character nigh-impossible to control. oh, they have a weakness to fire? well how about a mob that uses a chainsaw arm THAT BREAKS FIRE BLOCKS SO IT CANT BE BURNED AND IS AS FAST AS A RAT ON METH! i love the design concept for this mod because its entirely based on SCP-610 (the flesh that hates) but dear god the balancing decisions are horrendous. the community mob can have over 4k HP, and you can get 2 shot while wearing endgame cataclysm armour! just throw this into the pile of "Great concept but poorly balanced infection mods." along with SRP and Spore. EDIT: forgot to mention, but in the config files, the DEFAULT time until the infection starts from world creation, is FUCKING 20 SECONDS. you physically could not progress fast enough to contain it before it gets into a snowball effect.
I managed to defeat it in survival once! Just started digging down from the beginning, found some iron, coal and flint, and burned it before it got big. Though I was pretty lucky with the resorces.
the community is the most unballanced one, and as soon as it reach the epikulmination all mobs get 100% damage imunity unless dealt with fire, which is broken
The mod is designed to be dealt with as soon as possible. It's possible to kill the Incubator within the first day, before it can spread too much. You just need to be smarter. If you let the flesh fester and grow, that's when they become unbalanced. You let a threat sit too long. As for Spore, similar concept. Search for Mounds, kill them. Not that hard. As for SRP, I can't really defend that lol.
@@SlasherWolf302 well then that's not fun at all. let me rephrase that: "this mod is best played if you end it as quickly as possible" or another way is: "it's most fun if you try to avoid its endgame content".
Can the mod be configured on how fast and how many the flesh creature exist? I've seen several videos made about the mod and it seems they would've swarm vanilla mobs pretty easy and fast. I feel like if I can make the monster to be slow-spreading and then the flesh mobs be lowered to a handful, then I can see the appeal of having infection mobs that won't swarm vanilla mobs too easy but still dangerous enough if left untreated.
Is there any balanced "infection" type mod??? I wish for some good RPs (like with zombies) but this is just frustrating...every single mod just follows with : kill everything in 3mins - forget about it for the next few hours OR go afk for 5mins - realize theres like 5 "moms" and 30 mobs around them (they have 100hp+ and 2 shot you + apply some stupid unplayable effects) - you cant run away cause they dont despawn - they start breaking blocks and everything accumulates, leading to bugs/server lags/crashes
I guess its pretty hard to balance this exponential growth kind of thing but i feel that. Its either nothing happening or everything happening all at once.
When I first played this mod I swear that all flesh mobs become invisible to all damage except fire after a certain point, I tried a bunch of different swords and axes. Or am I tripping?
The mod is fun but my god its difficult even on easy mode this mod is a tank. I think its an amazing concept for an infection mod, I just hope its gets balanced or reworked.
so if i would just place netherrack onto the ground creating a fire ring it cant spread anymore right? how many blocks does it go down? dont want a mod that is like killing the fun cuz of infecting every single block in the world and und cant find any stone anymore yk
I don’t know why but this mod lags the hell outta my computer, early on too. Parasites only lag my computer late game. So irritating to have to fight so many enemies while dealing with serious lag
distancebetweenincubators config doesnt seem to work?
I would also like to point out that too many incubators spawn next to each other and it becomes a problem really fast, there should be a setting where one spawns and doesn't spawn multiple ones near the player every time they move
I was thinking that maybe this would be fun in a nomadic playtrough. But then you'll never actually see half the content. Using OP mods would maybe make it fun, if you wait for long enough. But then you're just cleaning it, not interacting with it. I wonder what the intended experience is.
Thank you for showcasing our mod, await next update, cuz it will be HUGE!
It's a cool mod, it reminds me of scape and run parasites kinda but with scp-610 thrown in.
One question, what is the intended play-style with this mod?
Is the player supposed to always clear it fast? Or is there some reason to let it grow?
@rompevuevitos222 Rn the gameplay is flawed and favored towards the player due to the lack of balance. However the intended gameplay will soon be to start in mid-game as a hard challenge which will require a strategic gameplay to be destroyed, we're nearing our next update release. So await a MASSIVE update very, very soon
We got a Minecraft Flood mod before GTA 6
There's a mod that would go really well with this. It's called 'Biomancey'
I believe it has compats
@@WinstonWhitetail nice
(without 'e')
@@ssamuueel ok then grammar Nazi
"Th_r_'s a mod that would go r_ally w_ll with this. It's call_d 'Biomanc_y"
Ar_ you happy now?
@@ultimate_pleb
Now, (without ‘s’)
The lag in this mod is crazy. I wish there were less mobs that spawn.
We're fixing that
Fixed?@@FleshBrain
you should contain it not release it
@@FleshBrain the mod ia very good and creative btw
This and scape and run really feel the most “involving” by just starting a creative world and staring at it, because the survival gameplay is so not thought out. Like parasites is fun but it’s impossible to contain and even with mods to help, you just lose WITHOUT seeing a MAJORITY of the content. Same with this mod, if it’s intended to be fought back fast, then the “fun” of the mod is by barely experiencing ANY of it. I’d love if you could like make more specific items and got more unique rewards for fighting even if stuff gets taken over. Like making cool weapons or armor from drops that ACTUALLY DO SOMETHING to the new enemies. Like items that block those new status effects or armors that stop damage from certain new enemies. They all have cool concepts but why put so much detail into somethin nobody will ever get to really playthrough. Like yeah watching a world get destroyed is cool but, is that reeeeaaally that compelling when the only way to see that actually is through creative or just basically being so strong with broken mods it’s unfair.
if you want a more gameplay focused infection mod maybe look into the sculk horde
you can control when it starts, it gives you breathing space for both it and you to build up, it doesn't do mob spam and instead using this mobs more sparingly because it can run out if you beat it up enough, you get to see all of it because you need things that it makes to be able to find it, it is rather smart in its late stages and will try and focus you and villages, no crazy unfair effects, and most of its mobs aren't insanely powerful plus you and it will clash often so you can curve its growth and then build up while it reclaims land and gets its mobs back up.
Sculk Horde is probably the most fun and balanced infection mod. You can destroy it, but it's very late game unlike this where you need to destroy it early, also has balanced mobs and becomes intelligent later on
This is so true, and it's super sad. I initially thought this mod was leaning more on the 'fair' side with the whole 'burning the flesh' thing, but having seen this video now, those weaknesses really do not make up for its strengths.
It really is sad how these mods barely focus on the player experience (which is supposed to be the main focus!), because their concepts could be extremely cool if done properly. Sculk Horde as of right now is the only balanced one, but it doesn't have to be that way forever... What's it gonna take for the other mods to add a cure like sculk horde did?
Edit: And by the way, i keep seeing people in these comments say things like 'these mods are meant to be paired up with others' or 'they're not meant to be defeated' - alright, but then what's the point?
You mean to tell me these mods are rendered unusable without a bigger modpack AND even with said modpack the idea of the mod is to just render you helpless against them? I really believe a good half or more of people who say this have never actually played the mods themselves, because then they'd understand how frustrating it is preparing for days on end and all that effort amounting to absolutely nothing.
The solution? Just add a flesh dragon for players that also have ice and fire: dragons installed. The flesh dragon will basically insta-kill all players. Far better in my opinion and I am not saying this to be deliberately awful.
Also dying to s flesh dragon prevents respawn like you're in hsrdcore
Fungal Infection: Spore does this better, IMO.
They should have taken more from the inspiration. Scp-610 is significantly more grotesque than the creatures in this mod.
Yeah you’re right
Yea they should make it so that there are stages of the life form getting infected with the flesh that hates
Is that too many words
For
You
ah yes, another infection that is POORLY balanced. seriously, i frequently need to go into peaceful just to get my damn frames back. a stupid debuff that makes your character nigh-impossible to control. oh, they have a weakness to fire? well how about a mob that uses a chainsaw arm THAT BREAKS FIRE BLOCKS SO IT CANT BE BURNED AND IS AS FAST AS A RAT ON METH! i love the design concept for this mod because its entirely based on SCP-610 (the flesh that hates) but dear god the balancing decisions are horrendous. the community mob can have over 4k HP, and you can get 2 shot while wearing endgame cataclysm armour! just throw this into the pile of "Great concept but poorly balanced infection mods." along with SRP and Spore.
EDIT: forgot to mention, but in the config files, the DEFAULT time until the infection starts from world creation, is FUCKING 20 SECONDS. you physically could not progress fast enough to contain it before it gets into a snowball effect.
I managed to defeat it in survival once! Just started digging down from the beginning, found some iron, coal and flint, and burned it before it got big. Though I was pretty lucky with the resorces.
the community is the most unballanced one, and as soon as it reach the epikulmination all mobs get 100% damage imunity unless dealt with fire, which is broken
The mod is designed to be dealt with as soon as possible. It's possible to kill the Incubator within the first day, before it can spread too much. You just need to be smarter. If you let the flesh fester and grow, that's when they become unbalanced. You let a threat sit too long. As for Spore, similar concept. Search for Mounds, kill them. Not that hard. As for SRP, I can't really defend that lol.
also to prove that you can kill it relatively easily on the first day: ruclips.net/video/HpZtd0OgRoM/видео.html
@@SlasherWolf302 well then that's not fun at all. let me rephrase that: "this mod is best played if you end it as quickly as possible" or another way is: "it's most fun if you try to avoid its endgame content".
This is basically what happens if you combine scape and run parasites mod with scp-610
Can the mod be configured on how fast and how many the flesh creature exist? I've seen several videos made about the mod and it seems they would've swarm vanilla mobs pretty easy and fast. I feel like if I can make the monster to be slow-spreading and then the flesh mobs be lowered to a handful, then I can see the appeal of having infection mobs that won't swarm vanilla mobs too easy but still dangerous enough if left untreated.
Is there any balanced "infection" type mod??? I wish for some good RPs (like with zombies) but this is just frustrating...every single mod just follows with : kill everything in 3mins - forget about it for the next few hours OR go afk for 5mins - realize theres like 5 "moms" and 30 mobs around them (they have 100hp+ and 2 shot you + apply some stupid unplayable effects) - you cant run away cause they dont despawn - they start breaking blocks and everything accumulates, leading to bugs/server lags/crashes
I guess its pretty hard to balance this exponential growth kind of thing but i feel that. Its either nothing happening or everything happening all at once.
Hey Eccentric, have you ever heard of the Mi Alliance mod?
super cool!! wish there were some flying creatures
Oh no we’ve got a containment breach someone call in MTF NU-7 (Hammer down), MTF Epsilon-11 (Nine-Tailed Fox), and MTF Beta-9 (Maz Hatters)
ok 10% of our mtf will got there in 5 minute
I feel like sons of sin would go pretty well with this
When I first played this mod I swear that all flesh mobs become invisible to all damage except fire after a certain point, I tried a bunch of different swords and axes. Or am I tripping?
Invincible*
it does when it reaches the last stage, only fire can hurt all the mobs and they get 100% increase in damage too
@@dividedtime8529 that’s crazy bro. So other infection mods just don’t stand a chance huh?
@@UrboiG14 adapted reeker in scape and run ignore invincibility frames
The mod is fun but my god its difficult even on easy mode this mod is a tank. I think its an amazing concept for an infection mod, I just hope its gets balanced or reworked.
so if i would just place netherrack onto the ground creating a fire ring it cant spread anymore right?
how many blocks does it go down? dont want a mod that is like killing the fun cuz of infecting every single block in the world and und cant find any stone anymore yk
I don’t know why but this mod lags the hell outta my computer, early on too. Parasites only lag my computer late game. So irritating to have to fight so many enemies while dealing with serious lag
They load chunks
That's why they lag, each mob is always doing something
distancebetweenincubators config doesnt seem to work?
I would also like to point out that too many incubators spawn next to each other and it becomes a problem really fast, there should be a setting where one spawns and doesn't spawn multiple ones near the player every time they move
Reminds me of Scape and Run
Crimson biome
i have many mods and this but when i spawn there is no embryo
the flesh that hates when i spawn 3 withers on it: ☠
flesh that hates meets average minecraft world eater
its invincible to all damage except fire once it reaches the last stage
Evil flesh :)))
Time to be jogo for these ones.
Any one can help me with a question that i have
If i kill the all things that spawn all this parasites the incubator will never spawn again?
What shader pack you used in this video?
Is this on Curseforge?
I can not be the only one physically sick of all the “Horror” mods…..like god damn, just make something unique!
I was thinking that maybe this would be fun in a nomadic playtrough. But then you'll never actually see half the content.
Using OP mods would maybe make it fun, if you wait for long enough. But then you're just cleaning it, not interacting with it.
I wonder what the intended experience is.
this looks like a creepy pasta that is named vita carnis
Terraria crimson
Combine it with sculk horde for the "corruption"
Bear* but if the organism was more powerful.
link?
best scp mod
Scp
610
wait the song in intro remind me off what the name song
Song of Storms from Ocarina of Time
@@ricardobravo2211 thank man I just want really to find this
i love thia mod
If i use this mod i always go into the nether or else i am cooked
Sounds like the mod should just never be installed if the only thing someone might do is avoid it.
@@xenulus5282 yeah i use the Spour mod much more balanced
Yooo a scp mod
How do you make The incubator. Form Not Spawning? '' Can you Make a Tutorial on it,?
first
Cap
@@SudeshnaEkbote how is it cap ? also you did NOT say an ohio joke in 2024 . put down your mom's Ipad and go outside with friends
@@Razvyk-us4kf autism moment💀
@@Razvyk-us4kfaverage reply in Ohio 💀
@@Razvyk-us4kf Blud was born in ohio
spore is better
Flesh in ohio be like:
I’m sorry that joke died 2 years ago
Are you 5 years old 💀
@@Mr-LionYT Did bro like his own comment 💀💀💀
@@SudeshnaEkbote that's the best fucking come back that you can think of 💀
@@Mr-LionYT For someone named "Mr-Lion" its enough, you couldnt understand anything higher than that.