
This mod gives Sculk a corruptive property that will temporarily drain your health. If you have played any of the new Zelda games, you may notice that this is inspired by Gloom from Tears of the Kingdom:
Players and mobs will take sculk damage if making contact with sculk or if attacked by any sculk-themed mobs (e.g. the Warden). The only way to heal from the Corrosive Sculk effect is to bathe in natural skylight; and don't try using Absorption hearts, it won't help much.For more prolonged periods of time in the deep dark, it may be in your best interests to create a Potion of Sculk Resistance. Sculk Resistance is brewed like any other potion by using a Sculk Catalyst in an Awkward Potion, and grants temporary hearts that can tank sculk damage which regenerate without the need for sunlight.
Sculk Resistance has 3 tiers, each of which adds one resist heart per level, and can be obtained by adding glowstone.If you're a builder who wants to use Sculk in your palette, you can craft it together with wool to create Woven Sculk: a variant of Sculk and Sculk Veins that appear identical to their normal counterparts, but will not damage you, making them a perfect building block for your next Warden Petting Zoo.
How to Install Corrosive Sculk (Mod)
Corrosive Sculk by Hipposgrumm is verified for Fabric, Forge, Neoforge across Minecraft versions 1.20.1, 1.20.5, 1.20.6, 1.21.1, 1.21.4 (latest release: 2.0.1+1.20.1, file size: 123 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1, 1.20.5, 1.20.6, 1.21.1, 1.21.4) and platform (Fabric, Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
- Move the downloaded Corrosive Sculk file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
+ Add VersionFixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Fixes:
- Fixed a NullPointerException that may occur when getting sculk damage data.
- Assist mode description in config file now has translation support.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the
#corrosive_sculk:sculk_immuneentity tag. - Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in
sculk_damaging_entities.json([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information). - Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- Heart overlay now renders when the Mantle mod is installed (Forge 1.20.1 only).
- Changed how Sculk Resistance potion recipes are registered on 1.20.1 Forge.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.