Fungus Hazard

Fungus Hazard

By PocCornCode Published 27 Apr 2025 · Updated 11 Feb 2026
158.5k
4.1

Select version for changelog:

Changelog

Downloads

  • Fungus Hazard V1.0.14 (3.07 MB)

Supported Minecraft versions

Installation Guides

Pinned comment
1
🛑 Remember to enable API-BETA Experiments for proper functionality 😁
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can u update for Achievement friendly.
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I apologize for the limit of characters written.
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Please add as many of these features as possible. I would be very grateful if all of them could be included. Thank you in advance for your work, and I hope the update can be released soon.
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on core.I would also appreciate the inclusion of stronger building blocks that can withstand the infection more effectively. If this feature is not already implemented, it would be great if opening a Nether portal allowed the infection to begin spreading into the Nether as well.
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Furthermore, I kindly request the addition of new weapons and tools, including a bow, axe, pickaxe, shovel, hoe, and a defensive turret designed to protect bases. It would also be beneficial to introduce throwable substances capable of cleansing or destroying infected biomes when used on the infecti
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I would also like the infection system to generate an “infection core” at the world spawn on the second day after the world is created. Destroying this core should completely eliminate the infection from the world and stop any further spread.
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Please consider updating the addon with the following features. I would appreciate the addition of new infection phases, ideally up to phase 6, as well as new infected mobs and further evolutionary stages for the existing infected creatures.
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please update
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I absolutely love this addon .. but there's a problem. when I use other mods that also has configuration options, this doesn't work this them. the configuration doesn't show.. it collides with other add-on... please fix this......
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Yo W mod!
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The best fungus infestation addon, but as it is written it is still in beta so let's wait for more update.
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false advertisement, the one shown in the showcase and the ingame version are completely different addons, the infection is bullshit and hard to destroy, balance your add-on atleast
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I’ve played the mod and it’s exactly as shown in the video, and the infection is pretty easy all things considered, the mobs are the hardest part of taking down nests as when the Growing Mycelium is hit, they rush to defend it, but if you have a shield or 2 you’ll be fine. Just be aware of your surroundings and don’t let nests get out of control.
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its really refreshing to get a mod for minecraft bedrock that's not slop, i loved playing this with my friends and although the infection still spreads pretty fast i would give this mod a 10/10
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Overall review: a solid 9/10

The sprites are all high quality, love the art of the wiki book, the mechanics are nice and it all flows relatively well.

Now, i do see this is in beta (as said in the title of the addon when downloaded), so i assume more features will be coming later.

So first of all, lack of variety in mobs, even the basic animals aren't all there in infection variants yet (donkey for example), and i think the mod could benefit from instead of shelving all zombie types into "humanoid", they could make them unique based on who they were, with drowned being water guys, villager infected could be tool users maybe? husks could be the relatively tankier version of a humanoid (to an extent, not a fatass bloater type).

And also, the first days of the infection are... not cool?

My problem with this is that the infected spiders and even animals already all start appearing day one, i loaded the mod the first time and already my surroundings had a good 15 infected mobs, which makes no sense for an infection in a starter stage.

Now i know this is asking to change the fundamentals of the mod, but i think it could be much better if you'd add a starter mob BEFORE the spiders, and instead of it being multiple mobs, i think this could benefit from a single mob being the start of the infection, at the start of the world it spawns in a 100 block radius around the player and starts infecting (but obv flees the player too).
IF the player were to kill that patient zero before it got the chance to infect more, just make it respawn with a longer delay.

There's a huge lack of good infection mods in bedrock, and i can very much see the potential in this, while i sincerely hope that like the intro page says, we won't get batshit insane mobs (scape & run parasite is horrendously balanced anyway), i do hope we get more advanced mobs overall.
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Mr.Vallumraptor Elder April 05, 2026 at 2:03 pm
I love the inspiration and more, but I do want to speak about a possible collaboration?