SRP Call of Death
Modpackby C01IN
SRP focused with various world gen and additional features, expect it to be difficult!
Type
Modpack
CurseForge Downloads
570
CurseForge ID
1466198
Last Updated
May 18, 2026
Description
Main mods included which I recomend looking up the wiki's for on the official mod pages, this modpack can be extremely unforgiving for new or uninformed players, especially Scape and Run: Parasites! You have been warned.
Scaling Difficulty.
Simple Difficulty.
No Tree Punching.
Spartan Weaponry.
Ice and Fire.
Scape and Run: Parasites (Among many addons for it.)
Defiled Lands.
Biomes O' Plenty.
BetterNether.
Future MC.
Oceanic Expanse.
Aqua Acrobatics.
RLCombat.
Mo' Bends.
All credits go to the mod developers, especially many lesser known ones who deserve the recognition.
Modpack is heavily subjected to change, plus I suck with configs, so don't expect bug reports, if I encounter it I'll probably just figure it out, this modpack was just a personal one I slapped together, I have improved since this modpacks creation and am more active, still learning to use crafttweaker and other things, HEAVY credits go to the devs of RLCraft and RLCraft Dregora, their scripts were incredibly useful to learn the basics of it, enough so I've managed to make a few of my own, I highly recomend trying both modpacks out, if it weren't for their work I'd probably have given up on figuring out crafttweaker entirely, this also does include their lost cities generation, huge props to them for making it, if they want me to remove it or anything script related from RLCraft/Dregora please try to get in contact with me and I will happily remove them, again, all credit to the scripts and lost cities generation goes to them, not me. Another thing to note is I am kinda terrible at testing (and terrible about making sure to check to make sure I dont mess up a script, again...) and way to hasty pushing out updates, I'm basically learning as I go so do bear in mind this is the first modpack I've made, I do hope it reaches a truly finished and fully polished state but that's a long ways down the road, still thank you all for even downloading, it means alot to see people actually try it out (even when I break it with one update...) so I hope to improve and further polish the modpack up, again thank you all. Also if you want the glowshrooms and fish to match the items/mobs I just delete the cooked fish and fish textures from modernity (since modernity/modernity adjunct has no oceanic expanse compatiblity added yet, when making future mc and oceanic expanse compatibile it uses the ones from oe rather than the cod from future mc, and with SRP: Deep Sea Danger using the oe fish texture it's just more considtent to remove the cod texture modernity adds.), and delete the glowshroom texture in modernity adjunct (this way it stil fits the lime dye recipe and the glowshroom terrarium as well.), updating the modpack does add those textures back, but it's entirely optional. Do note shaders will not work with fluidlogged api from my testing, even before I added that shaders still crashed trying to render some things despite being able to run otherwise, so its best to not use them, fluidlogged api messes with the textures for some reason (atleast the last time I tried to use shaders with it...) so if anyone complains about shaders not working, consider this me addressing it now rather than later.
This Should run okay on lower end PCs, seeing as mine is pretty terrible and it runs this fairly well. (prior to my old PC's SSD going out, it runs really well on more up to date PC's, even if not high end considering mine isn't, but it's still a good PC that runs well and is not a potato.)
Progression wise it starts out fairly lightweight, do note the Blood Moon every full moon and the numerous structures to loot, other things such as the Defiled Lands allow easier to aquire early game baubles and a source of lifesteal, however it will spread slowly over time, this coupled with nether portal spread make them slightly concerning but they will matter little later on as they too can be infested, other small baubles mods like potion fingers allow later game players to keep up with permanent potion effects, Ice and Fire providing the main midgame tier with dragons scale and dragon bone gear or alternatively netherite, do note only amphitheres, dragons, death worms, sea serpents, hydras, hippocampus, and myrmexes spawn, the rest are disabled in the configs and some were nerfed/buffed.
By the late game expect to see the nether as a sort of semi-safe zone, as long as you can keep parasites out it shouldn't be able to advance stages with the lack of meteor showers to start phase zero, this alongside Biomes O' Plenty and Better Nether making it more hospitable as a whole.
For most the main threat is the parasites, which can quickly spread and infect the world if one is careless or ignorant, hence why I highly suggest reading the official wiki for that specific mod and it's addons.
In the end your only true goal is to survive and hold off or avoid the infection and parasites by any means whilst aquiring resources needed, scaling difficulty allowing more challenge with toned down rarer blights than those who are familiar with it from RLCraft, there is a max extra heart cap at an additional three rows on top of the row you start with (A total of forty hit points.), but with baubles and Quality Tools you can go past that generalized limit, and the methods of survival, be it constantly moving or simply living in the Nether, or even building a compound and attempting to contain or halt the spread, or just, survive I guess, either way the Overworld is eventually doomed to become overriden and with the End Portal being indestructable once opened, it's prone to having parasites wander in and infecting the End, it leaves the Nether the last bastion for those who wish to play long term and thrive. Note: the parasites don't infect the Nether, blah blah too hot, too much fire, parasites don't like fire, and I wanted longterm and even hardcore to still be possible.
Screenshots
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