Mods
Resource Packs
Data Packs
Modpacks
Shaders
Plugins
Mods Resource Packs Data Packs Plugins Shaders Modpacks
Get Modrinth App Upgrade to Modrinth+
Sign in
ModsPluginsData PacksShadersResource PacksModpacks
Sign in
Settings
Dawn of the Flood - "Rising Tides"

Dawn of the Flood - "Rising Tides"

This game changing minecraft mod adds the horrific flood virus from the original halo franchise into the game! Prepare yourself for this, because as experts say: “One single Flood spore can destroy a species.”

68.3k
133
Adventure
Cursed
Mobs

Compatibility

Minecraft: Java Edition

1.20.1

Platforms

Forge
NeoForge

Supported environments

Client and server

90% of ad revenue goes to creators

Support creators and Modrinth ad-free with Modrinth+

Links

Visit wiki Join Discord server
Donate on Ko-fiDonate on Patreon

Creators

TheASEStefan
TheASEStefan Dev & Author
Betaeta
Betaeta Tester & Photographer

Details

Licensed MIT
Published last year
Updated 2 weeks ago
DescriptionGalleryChangelogVersions
All versionsDawn of the Flood 0.4.8-R-1.20.1

Dawn of the Flood 0.4.8-R-1.20.1

Download
Report

Changelog

Here it is guys at last, the version that will hide the planet in shadows and get rid of the sunlight, version 0.4.8-R! "Rising Tides".

To whoever's reading this, this update is not just a "dress to impress", it brings in actual content and it's what the most of you guys wanted, an ideal update if I can say so.

---CHANGES---:

Made all dotf commands begin with /dotf so that youtubers don't get confused anymore.

Added intel setter and getter commands.

Made the flood horde now move towards a random player on the server.

Added the flood theme as a sound to play when the ship arrives on the Minecraft Earth.

Added options to disable the mod structures. THOUGH DO NOTICE: Do not and I mean IT, do NOT disable the structures then try to locate one with the /locate command, it will freeze and eventually crash the game since it can't find that structure.

Added an option to disable the shipcrash.

Disabled the captain keyes cutscene.

Revamped the sulfur textures.

(GAME CHANGING) Fully reworked gun system that reevaluates and fully fleshes out all previous guns we had before whilst still maintaining the animations and old systems, such as camera animations and custom bobbing or third person player animations. This new system allows the official devs to add guns in a way more select and simple way than before, while giving out up to 400% higher quality items. This system also allowed us to add new guns that will hopefully impress the community: Disruptor, Mangler, CQS Bulldog Shotgun, MA5B Assault Rifle, SRS Sniper Rifle and SRSB Sniper Rifle (with bipod) and the Brute Shot. This system also came with a rework for the previous gun animations and scopes. The new gun system also comes with new features, such as headshots, night vision on the snipers, bodyshots with special sounds and special particles for Flood forms, etc. This system also adds new bullet types, bullet models and most importantly, gun and bullet crafting recipes to suit the way the mod works. Now, crafting guns and weapons has become much more complex and more craftables are needed. You'll need plates, pipes, gears, nuts and bolts, screws, triggers and many more from now on!

New muzzle flashes for all guns.

Revamped the AAA Particles explosion particles, using the official ones instead.

Nerfed the damage the pod infector explosion used to inflict.

(BIG) Removed the pod infector's annoying AOE attacks, the poison and the damage.

Removed the halo crosshair that was visible when you were using the weapons or grenades.

Shortened the grenade ignition time needed, since it took too long for it to actually explode, it has been reduced from 5 seconds to 3 seconds.

(BIG) The Plasma Grenade now has a ignition sound when it touches the ground and it also sticks to entities now.

Buffed the damage dealt by the energy sword and the gravity hammer.

Changed and improved the system on behalf of which the Flood uses the mod's guns.

Removed / fixed some config options that didn't have a use.

(BIG) Improved the Juggernaut AI and added one more attack ability to it, originally not planned nor confirmed in Halo, it was present in some mods that added the Flood Juggernaut. The Flood Juggernaut can now occasionally leap into the air really high and land on top of it's target, smashing it's surroundings with his large feet that make the ground and screen of the player tremble, all whilst dealing sweeping range damage with the AOE attack. On top of that, the Juggernaut now, like other keyminds that will appear, has an ability called the "Death Aura", which is an ability to buff nearby flood forms. As we know, keymind forms are great militaristic leaders and so, on a 21x21 block range, the aura will activate and grant buffs to nearby flood forms, attack damage, regeneration and health boost, all up to level 2.

Added multiple placeholder bullets, since we do not and we are sorry for this, have any bullet textures/models we can use for now...

Added an option to let the player decide which guns should the flood forms use. HOWEVER! You can only disable selected ones in the config, you can't add others than the ones that are already there. For example if by default, the marine form doesn't use the disruptor, you can't make him use the gun.

(BIG) Nerfed the Maw Form, Now maw claws are damageable, and instead of directly summoning pod infectors, the maw form will now summon bomber sacks.

(BIG) Changed certain spawn criterias of some Flood enemies, such as the Maw Form, Tyrant Form, and the newly added Bomber Form. Those 3 for now, start spawning differently. Unlike in the past, the Tyrant Form will still need to spawn in a cave but can ONLY and ONLY spawn in a cave when a proto gravemind / gravemind exists and the Tyrant is viably close to it, almost like Blightlands level close, under 140 blocks away from a gravemind, that is the maximum limit distance from the proto gravemind that a tyrant's position needs to meet. Bomber Forms work the same but in a smaller area, only 100 blocks away. And the Maw Form really similar too with an area of 120 blocks with the exception that the Maw Form can only spawn in the Upper (Hive) Blightlands.

(BIG) Improved and reworked the grenades of the mod. Added new logic, models, animations and textures and besides all of that reduced the time needed for a grenade to explode. Both plasma and fragment grenades have changed from 5 seconds needed to 3 seconds needed. Plasma Grenades also stick to living entities now.

Tweaked the brute shot draw animation a little.

Buffed the Tyrant Form. Increased it's health and speed.

Buffed the Juggernaut Form. Increased it's health.

(BIG) Changed some sounds of the mod that were incorrectly sorted from the beginning... The Marine and Sangheili now have new idle sounds, and so does the Carrier Form.

Entities that get killed by the Flood will now not drop items anymore, excluding the player.

Flood Forms now get more health from killing an animal.

Enderman Form now got a sound revamp, thank you Thomas!

---ADDITIONS---:

Added a new block craftable with Tungsten, the Tungsten Door!

Added multiple crafting recipes for the new guns.

Added two new cutscenes which play when the proto gravemind either is spawned or when it dies.

(GAME CHANGING) Added the OFFICIAL Dawn of the Flood Block Infection which comes as a big revolutionizing feature that will hopefully inspire other mods as well, since this is one unique way of doing a block infection. The Dawn of the Flood block infection comes with numerous blocks which fall into two categories: Counterparts, and Above Placeables added and programmed into a mapping system to always get the right counterpart and/or possible above placeable if the circumstances allow something like that. Besides that, the Blightlands come into 2 tremendously big biomes, and therefore it is split into 2, "The Hive Blightlands" and "The Pure Blightlands". The Hive Blightlands are found on levels Y of 30 and upwards, and The Pure Blightlands are the pure ones as the name implies and only generate from levels 30 Y to under that, down to Bedrock. That's why, the mod itself calls these the "upper" and "lower" blightlands, or the "caves" and "surface" blightlands. The biome itself comes with numerous blocks, but also liquids, turning lava and water into what seems like a gooey flood liquid. Apart from the two block categories, two other follow as well, and they depend on which biome's in place, the "hive" or the "pure" blightlands, that's why most blocks have 2 variants, in hive and pure as in which they come. On that matter, a selective detail comes into play as well, the Fog. The Fog of these biomes is different, more dense, more asphixiating and certainly, more colorful. It's color transitions smoothly from green to orange depending on your Y level and distance to the proto gravemind. Note that there can never be a starting blightlands biome without a proto gravemind. A selective foe, like I mentioned, defines this biome and beyond, "The Proto Gravemind", which can consume, grow, develop intelligence, and ultimately, evolve. A Proto Gravemind formation is special and can only happen under certain circumstances. It can only spawn after wave 4 officially strikes, but to spawn, the proto gravemind needs 5 "sacrifices". A new rare base form, called "The Librarian" is considered the most pure basic flood form and has special blood and special callings, hence why it's other name is "Lamb of God". This lamb, like others, needs to get atleast a kill in a cave in levels Y under 30. After that goal is complete, the Librarian will call upon himself nearby Flood Forms to move to itself, within 100 blocks. Once they all come close, they merge and vanish and form the Proto Gravemind I. Now once the proto gravemind I has appeared, certain things will begin to change and certain enemies will get stronger. The Proto Gravemind comes with defense mechanisms, like the bomb sacks which summon pod infectors, but it's main abilities? They're something else. First of all, just barely scratching / damaging the proto gravemind will make all nearby flood forms in a 100 block range get alerted and instantly move towards the Proto Gravemind and start surrounding it like ants surrounding a hive. Why is it so important that the Proto Gravemind stays alive? Well first of all, the blightlands can no longer develop if the proto gravemind is dead and even though intel is not lost with the death of a proto gravemind, evolution stalls and the flood starts to starve for more. Intel capacity is an official aclaimed skill of the proto gravemind. Multiple config options will define intel based on how many intel points should certain actions generate. The basic coefficient of unlocking a new intelligence level is 300 intel points, which means, that at each 300 points that are added for the proto gravemind, the Flood unlocks a new skill, I know, it's SICK. These skills get better and better progressively and it is what the Flood defines as "intelligence", the total number of intel points. To evolve into a Proto Gravemind II, the Proto Gravemind I must reach 1000 intel points. But with intel points growing, the area of the blightlands also grows. A single area spread brings the Flood 20 intel points, whilst there's a 10% chance that if in range, the Flood also give out 5 more intel points. Proto Graveminds also generate wave points and contribute to the Flood environment this way, generating 20.000 wave points each time the blightlands spread via the intelligence cap. If potentially, a Proto Gravemind dies, another will form right after, but be aware that intel points will not be reverted and in such manner, it might be that they directly create a Proto Gravemind II or even something... worse... The list of blocks that the proto gravemind can infect is static and nothing can be removed from it, however you can always add any new blocks in the config option under the form of a list, for example "quark:sturdy_stone". Similar to this however, we have created a special option to beat other infection mods in this criteria, whereas with that option, you just need to insert the mod id of that respective mod. Adding it in that list will make all blocks from those mods become infectable automatically. Intel Levels and which skills do they unlock (for now):

  • 1 : Player Forms learn how to use potions and break blocks.
  • 2 : Marine, Sangheili and Brute forms learn how to use guns and weapons and where to get them from on the minecraft world.
  • 3 : Human and Player Forms learn to use armor and get better armor progressively, Evoker Forms learn how to use spells and Vindicator Forms learn how to throw their axes. Base Forms learn to destroy torches and ensure spawning room for other Flood foes.
  • 4 : Enderman Forms learn how to use mass teleportation and they become immune to water weaknesses.
  • 5 : Hordes composed from base forms can now spawn roaming your world trying to find you. Carrier Forms deal more damage when exploding.
  • 6 : Base Forms learn how to open doors and fence gates. Pod Infectors start to roam the world in packs.
  • 7 : Base Forms learn how to target crops.
  • 8 : Sometimes now, creatures can be turned into flood forms by any flood counterpart.

(HUGE) Added a lot, but not all, blocks that can be placed in the Blightlands.

  • Hives which can be open or closed based on their dormant state which updates each 3 minutes. Open hives spawn pod infectors ocassionally.
  • Hive and Blight Catalysts which act like any sculk catalysts with the difference that it each kill in range will also bring 500 wave points for the Flood, so it's better to destroy these!
  • Hive and Blight Blooms, which give out a new effect called "Flood Fumes".
  • Hive Peduncles which will do the same but grow in time.
  • Hive Luminous Flower block which will do the same, but grow in time exponentially, and also emit light.
  • Blight Dripstones.
  • Hive and Blight Cocoons and Flood eggs, which have multiple growing phases, starting from age 1 all the way up to a big flood egg, which will go off and spawn 1 to 3 pod infectors when close to a target.
  • Hive and Blight Liquids which will give it out swimming debuffs for the player and negative effects.
  • Multiple really detailed decorative placeables.
    • More.

(HUGE) Added a new weapon, the "Energy Stave". Originally not included in the franchise as a player utilisable weapon, Dawn of the Flood takes it upon itself to do the contrary and make the energy stave as an actual weapon to use by the Player. The Energy Stave comes with 3 special attacks with animations and a powerful range to the weapon. It also works differently from the Gravity Hammer and Energy Sword, as it only damages one enemy at once.

(HUGE) Added a new enemy, the "Bomber Form". On par with the carrier form in terms of menacing animations, the Bomber Form comes with more tricks and more powerful attacks. The Bomber form is a big foe with tendril like hands, gliding through the air and charging at it's enemies. He comes in two variants, the normal bomber and the "Wastelander" Bomber. Based on it's colored variant, it throws different bombs onto two the ground with it's ranged attack, bombs that inflict poison, corrosion and many other effects but also summon pod infectors. Rarely, the Bomber Form will reach the player just to grab him and release him once he's already high in the air by demounting the player off.

(HUGE) Added yet another enemy, the "Brute Form". An old archnemesis of the sangheili and in good measures, an analogous rival of the sangheili, now in both their counterparts, he's here and he's here for good reasons. As a new reinforcement and coming from wave 4 on the Minecraft Earth just like the Sangheili, he poses as a strong foe. With a dislocated jaw, a huge arm that has been "flooded", a covered arm that moves unnaturally, a face and eyes and red hypha coming from it's mouth, he challenges the grotesque appearances of the Flood yet again. Just like the marine and sangheili, they come with many attacks and abilities, one of them is them being able to wield guns and weapons. The guns that they use are more powerful and more "brutal", a fine example being the CQS Bulldog, or even the Brute Shot grenade launcher. As a rival of the sangheili, they also come with a signature weapon, the "Gravity Hammer", and a single blow could pose fatal injuries to anybody and it's attack, just like the normal gravity hammer, knockbacks the player, summons lightning bolts and makes the ground and screen tremble. The Brute also comes in 2 texture variants, one which is the blue more common one, and one which is the red variant which is rarer, more noble and certainly more powerful, granting the brute more armor. Like any other base form, the Brute also has more variants, Tough, Spiky, Corsair, etc, which modify it's base attributes. On top of all of this, the Brute also posseses a special "Berserker" attack, in which it lunges into the air and it plunges on the player, similarly to the juggernaut, creating harmful effects to the environment, and most importantly, to it's victim. Unlike other flood forms, the brute form is also faster and more damage resistant.

(HUGE) Added a conceptual flood form which might be controversial, the "Flooded Creeper", but let me explain. The Flooded Creeper comes in as an avangarde exclusive enemy of the Flood, since we know for a fact that the Flood doesn't target creepers. So then how is it "infected"? Or is it even "infected", since it's name implies something else, like the Iron Golem. And that's what it's like, since the creeper doesn't get infected, or atleast doesn't get infected manually. He, like the golem, gets hijacked or plagued, but ONLY by the Proto Gravemind, and that's why, the Flooded Creeper will exclusively spawn when a proto gravemind is alive, since it infects creepers passively, that's the trick. By getting rid of the monotonic mind, the Proto Gravemind takes control of every creeper in the world at some point and makes these spawn instead, they're like a controlled clone. The Flooded Creeper, since it's a clone, is a special type of creeper. Like other flood forms and really unorthodox, it becomes able to melee attack occasionally, dealing low damage, but possessing an ability to damage the Player. It sees the target from far away, 50 blocks minimum and it's speed is better than a normal Creeper by far. When close to the player and low on health, it starts to ignite itself and becomes invulnerable, and just like a creeper explosion, a white overlay appears on him, but his explosion is different... It griefs blocks without damaging flood forms and it sends powerful toxic acids towards it's enemies. It also spawns 3 pod infectors. However, the Flooded Creeper also posseses 2 more abilities, the leap ability in which he just jumps around at it's enemies and the "smart wall breach" ability, which works and makes the flooded crepeer a C4 bomb. Meaning that everytime he's close to some breakable blocks and the player becomes unreachable, he will autodetonate. This will work when reaching the house of the player, when he will autodetonate and breach into the player's home and let other flood forms walk in.

(BIG) Added the Point Defense Gauntlet shields, which are more operable and more efficient than a normal shield. They come in three variants of colors, Blue, Yellow, and a Reddish Pink. Any hit to the shield will be deflected and pushed back more than normal, whilst also playing an energy sound. Besides that, the shields are more resistent and more appealing. TO DO: They're not fully fleshed out and finished in my opinion.

(BIG) Added the Portable Covenant Shields, which are simple shield blocks that hold and prevent projectiles from hitting a target. What differentiates it from a different block is that players cannot destroy it without a pickaxe and hitting them will push them back. Besides that, the shields have custom animations and can be placed wherever, and they hold up to the power of the flood when wanting to destroy blocks.

(BIG) Changed some spawn criterias of the Flood. Flooded Creepers can even spawn in broad daylight if a proto gravemind exists and base forms can now also sometimes spawn in daylight if close to a proto gravemind or in the blightlands.

(BIG) Added a new setting which can be disabled in the config / set to a default value. This system is called the "domain coefficient" and how it works is simple. In order to establish a dominion over the entire planet, modded or not. The Flood will deal extra damage as specified in that setting to mobs from other infection mods. This cheesy mechanic ensures that other mods get contained properly. Within this list there are a few example mods, but feel free to add more!

(HUGE) Added experimental, easy to disable in the config, jumpscares. This jumpscare system comes as a revolutionary dawn of the flood system in which "visions" are presented to the player when an event occurs, for example encountering a proto gravemind or a base form. This Jumpscare system is highly versatile and can easily be used to create a jumpscare at any point in time. It comes with multiple artistical details, a fade in in opacity, a starting sound that plays when the jumpscare is created and most importantly, the jumpscare comes into 2 distinct parts. Jumpscares can either be animated or non animated. The only jumpscares we added so far are both animated and the length of them is represented by the number of animated frames.

(HUGE) Added another enemy, called the "Grenadier Form. Variant of the marine form, this foe brings intelligence to a whole new level and it's spawning criterias are versatile and demanding. A proto gravemind must exist for the grenadier forms to make an appearance. They come in 2 variants, they can use plasma or fragment grenades like a player. With high accuracy and skill, they make sure to meet their targets and expectations. It's abilities don't stop there though, as they can PLANT landmines whenever idle or not targeting stuff. And of course, as a variant of the marine form, they can use melee tactics as well if a target comes too close.

(GAME CHANGING) Added the best in my opinion enemy from this update, in terms of EVERYTHING, down to animations, models and textures. The "Tank Form" is a special form defined under the "Pure Form" class. Originally a lone survivor created by the Proto Gravemind to defend itself., the tank form in dawn of the flood goes into even a deeper level, becoming a "true warrior". As a Warrior, it's roles are plenty and versatile and not once will he hesitate to attack a target. He comes with a unique fighting system to the table, he has good health, damage, armor and very good regeneration, and yet he still prefers to fight hand in hand. However, unlike other enemies, he has "warrior skills" and so, can enter a defensive state in which he will deflect, pary, guard or feint each hit that is thrown against him. Using this technique brought him the ultimate title of being able to defend a gravemind. It's abilities don't stop there, as with defense also comes attack, as the tank form comes with multiple attack phases and skills that dig and break through blocks. Besides those, the Tank Form also has a special spawning criteria. Unlike other mobs that spawn in the blightlands, the tank forms are more common but with a twist. Their spawning range modifies in parallel with the intel cap of the proto gravemind. Therefore, the bigger the proto gravemind intel, the more tank forms you are likely to see in a blightlands biome.

(BIG) Pod Infectors will now start to form packs and follow a leader if the intel of the proto gravemind allows them to do so.

---------- END OF CHANGELOG ----------

Dependencies

dependency-iconClockworkLibrequired
dependency-iconGeckolibrequired
dependency-iconAAA Particlesrequired
dependency-iconFabridgerequired

Files

dotf-0.4.8-R-1.20.1.jar(59.47 MiB) Primary
Download

Metadata

Release channel

Release

Version number

0.4.8-R-1.20.1

Loaders

ForgeNeoForge

Game versions

1.20.1

Downloads

198

Publication date

July 17, 2025 at 10:40 AM

Publisher

TheASEStefan

TheASEStefan

Dev & Author

Version ID

Modrinth is open source.

main@4b75cb8

© Rinth, Inc.

Company

TermsPrivacyRulesCareers

Resources

SupportBlogDocsStatus

Interact

Discord X (Twitter) Mastodon Crowdin
Get Modrinth App Settings
NOT AN OFFICIAL MINECRAFT SERVICE. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.