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Scape and Run Parasites Addon: Cotesia Glomerata

Scape and Run Parasites Addon: Cotesia Glomerata

Become a parasite, and die like one too.

26.6k
25
Mobs

Compatibility

Minecraft: Java Edition

1.12.2

Platforms

Forge

Supported environments

Client and server

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Creators

roguetictac Developer and "Artist"

Details

Licensed ARR
Published last year
Updated last month
DescriptionGalleryChangelogVersions
1
2
3

Beta 1.0.16

by roguetictac on Apr 28, 2024
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The Reclamation Update

Changes

  • Moving Flesh should no longer aggro on enemies parasite players are fighting.

    • Same goes for Rupters below their attack phase, although they may still be a bit apprehensive
  • Naming Factories, either via nametag or an anvil, will also cause it to apply that name to any parasites it spawns or upgrades.

    • This also means that Factories will keep their custom names when turned into items and vice versa.
    • This also works for upgrading parasites or when spawning via the Emboldened marker.
  • The Crux and Heed have been moved down to Tier 3 (Adapted).

  • The Evolution and Deevolution wands now work on parasite players.

    • The Evolution wand will increase bloom by 1, and increases kills contributed if necessary.
    • The Deevolution wand will decrease bloom by 1, and kill the player instantly if they are at 0 when it is used.
      • The bloom level will be regained after 10 seconds.
  • If the Assimilated Adventurer is destroyed or otherwise despawns in the first half-second after using the note, you will instantly become a parasite.

    • This is meant to avoid issues where it despawns or something
  • Stage IV Beckons will no longer give infinite biomass.

    • They will instead auto-upgrade nearby parasite players to Bloom level 4 (Pures).
    • This will not increase points contributed, the upgrade will be lost when you die.
  • Two new attributes: Percentage Damage and Minimum Damage ("srpcotesia.percentDamage" and "srpcotesia.minimumDamage", respectively)

    • The formula for how much minimum damage is dealt in an attack is minimumDamage + amount * percentDamage.
    • So setting percentDamage to 0.1 will add 10% of an attack's damage as Minimum Damage.
  • The Dendritus only needs an Ender Pearl instead of an Eye of Ender now.

  • The Masticator now has an optional 3D model, as requested by a pack developer.

    • It can be enabled in the configs: Item Settings - Masticator 3D Model
  • Increased the duration of Night Vision for parasite players. Should reduce flickering.

  • New Block: the Reclamation Table!

    • This extremely cold receptacle allows for you to send unneeded parasite drops to [REDACTED] in exchange for experience.
    • Of course, this also includes items created with parasite parts, such as Lures, Living and Sentient Weaponry/Armor, and other related items.
    • The list of items that can be given away is Config-Driven, and also shown in JEI.
  • New Item: Soulless Core

    • Can be used to obtain Hermit's Arsenal's Living Core variants without killing a parasite.
    • Right-click on the required parasite while holding this item.
    • Does nothing if Hermit's Arsenal is not installed.
    • Only works for parasite players.
  • Parasite Players can repair parasitic equipment by holding it in their main hand and sneaking.

    • This requires a Summoner (Primitive or Adapted) to be nearby. This requirement can be disabled.
    • Repairs do not cost any biomass.
  • Parasite Players can now Leap in the direction they are facing by pressing X while on the ground. The Malleability Menu has been rebound to Y.

    • This requires Tier 1, or Assimilated/Feral.
    • Holding the button should make you leap as soon as you hit the ground.
    • Jumping right when you leap might make you faster, but it also reduces height substantially.
  • Parasite Players now have similar fall reduction to parasites.

    • If the distance fallen is below the Fall Reduction value, no damage is taken.
  • Fixed a possible bug where biomass wasn't being spent for Factory Trades.

  • Fixed a bug where the parasite storage indicator wouldn't render for parasites of the same tier as the player.

  • Fixed a bug where the JEI Compatibility would try to call client-side code on the server.

  • Fixed Desaturation not applying at all.

  • Parasitic light sources allowing spawns now has logging, disabled by default so it isn't spammed.

    • This is good for testing if the torches actually work if you're unsure.
  • What do you mean parasite sight? I don't recall a feature relating to that.

Config Changes

  • Logging - Log Light Sources - Whether to log parasites successfully spawning via parasitic light sources.

  • Biomass - Parasite Cost Settings - srparasites:crux and srparasites:heed now have tier 3.

  • Bloom - Leaping Enabled - Whether parasite players can leap.

  • Bloom - Bloom For Leaping - Bloom requirement for leaping.

  • Bloom - Stage IV Beckon Upgrade Bloom - Bloom level that Stage IV Beckons will upgrade parasite players to.

  • Item Settings - Masticator 3D Model - Whether the Masticator uses a 3D model instead of the 2D one.

  • Block Settings - Reclamation Settings - Amount of XP gained for a given item when using the Reclamation Table.

  • Block Settings - Reclamation Biomass Requirement - Amount of biomass needed to operate the Reclamation Table.

  • Biomass - Repair Parasite Equipment - Whether parasite players can repair parasitic equipment

  • Biomass - Summoner for Repair - Whether repairing parasitic equipment needs a Summoner.

  • Biomass - Repair Amount - The amount that is repaired each second.

  • Biomass - Repairable Items - Items that can be repaired.

  • Biomass - Repairable Items Blacklist - Whether the Repairable Items list is a Blacklist instead.

Beta 1.0.15 Hotfix 1

by roguetictac on Apr 25, 2024
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1.0.15 isn't real

Changes:

  • Fixed NullPointerException crash due to erroneous casting

1.0.15 changelog:

I can't even fathom This update is mostly Threat-related. I have been busy with other things recently so this update doesn't have much meat in it.

Changes

  • Fixed "Need x biomass" message for Orbs missing the biomass amount.

    • It also should no longer be erroneously displayed if you don't have Orbs unlocked. There was a message for that, but it wasn't playing.
  • Now compatible with Real First Person 2, parasite player features will be present too!

  • Fixed the fix for Turn that was in the last hotfix. Hopefully.

  • Buffed both Ante and Enhanced Mobs, they should be stronger now.

  • New potion effect: Gravity

    • Slams a mob down on the ground, expires when they hit the ground.
    • The speed you fall at is scaled by the amplifier.
    • Deals 10 damage on impact, only scales with the amplifier, not distance fallen.
      • This deals TRUE DAMAGE if you are on fire though. You have been warned.
    • If it expires before you hit the ground, no damage is taken.
  • Enhanced Mobs will apply 2 seconds of Gravity to mobs they are targetting if they are in the air.

    • The amplifier applied will scale with Ante, similarly to the Speed effect.
    • 3 passable blocks are needed below the target, as well as the block the target is in. The blocks must also be non-liquid.
  • Enhanced Mobs applying Speed to themselves or Gravity to their enemies can now be disabled.

  • Sunlight after Ante 7 will now deal true damage.

    • This deals 20 damage per second, and works similarly to Minimum Damage.
    • It also has a per-tick chance to remove Fire Resistance if one has it.
    • Don't go outside.
  • Well Grace Period has been reduced to 10 days. The first Well should appear on day 20 now.

Config Changes

  • Wells - Well Grace Period - Changed to 240000, from 480000

  • I've touched up the entry descriptions for most of the Ante-related options.

  • Armageddon - Maximum Defense - Changed to 300, from 100

  • Armageddon - Defense per Ante - Changed to 5, from 0.5

  • Armageddon - Maximum Hyper Armor - Changed to 75, from 50

  • Armageddon - Hyper Armor per Ante - Changed to 10, from 5

  • Armageddon - Maximum Bane - Changed to 75, from 10

  • Armageddon - Bane per Ante - Changed to 10, from 1

  • Armageddon - Chance to remove Fire Resistance - Chance that, each tick, the Fire Resistance effect will be removed if in direct sunlight after the Ante threshold.

  • Armageddon - Maximum Speed Amplifier - Changed to 7, from 4

  • Armageddon - Mobs Apply Speed - Whether Enhanced Mobs can apply Speed to themselves.

  • Effects - New Category: Gravity

  • Effects - Gravity - Gravity Damage - Base damage for the effect, defaults to 20. Scales with the amplifier.

  • Armageddon - Gravity Amplifier per Ante - Amount of Gravity amplifier to add per ante. The resulting value, if it is not an integer, is rounded down.

  • Armageddon - Maximum Gravity Amplifier - Maximum amplifier for the Gravity effect when applied via Enhanced Mob.

  • Armageddon - Gravity Passable Blocks Needed - Amount of passable blocks beneath the target needed to apply Gravity.

  • Armageddon - Mobs Apply Gravity - Whether Enhanced Mobs can apply Gravity to airborne targets.

Beta 1.0.15

by roguetictac on Apr 25, 2024
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I can't even fathom This update is mostly Threat-related. I have been busy with other things recently so this update doesn't have much meat in it.

Changes

  • Fixed "Need x biomass" message for Orbs missing the biomass amount.

    • It also should no longer be erroneously displayed if you don't have Orbs unlocked. There was a message for that, but it wasn't playing.
  • Now compatible with Real First Person 2, parasite player features will be present too!

  • Fixed the fix for Turn that was in the last hotfix. Hopefully.

  • Buffed both Ante and Enhanced Mobs, they should be stronger now.

  • New potion effect: Gravity

    • Slams a mob down on the ground, expires when they hit the ground.
    • The speed you fall at is scaled by the amplifier.
    • Deals 10 damage on impact, only scales with the amplifier, not distance fallen.
      • This deals TRUE DAMAGE if you are on fire though. You have been warned.
    • If it expires before you hit the ground, no damage is taken.
  • Enhanced Mobs will apply 2 seconds of Gravity to mobs they are targetting if they are in the air.

    • The amplifier applied will scale with Ante, similarly to the Speed effect.
    • 3 passable blocks are needed below the target, as well as the block the target is in. The blocks must also be non-liquid.
  • Enhanced Mobs applying Speed to themselves or Gravity to their enemies can now be disabled.

  • Sunlight after Ante 7 will now deal true damage.

    • This deals 20 damage per second, and works similarly to Minimum Damage.
    • It also has a per-tick chance to remove Fire Resistance if one has it.
    • Don't go outside.
  • Well Grace Period has been reduced to 10 days. The first Well should appear on day 20 now.

Config Changes

  • Wells - Well Grace Period - Changed to 240000, from 480000

  • I've touched up the entry descriptions for most of the Ante-related options.

  • Armageddon - Maximum Defense - Changed to 300, from 100

  • Armageddon - Defense per Ante - Changed to 5, from 0.5

  • Armageddon - Maximum Hyper Armor - Changed to 75, from 50

  • Armageddon - Hyper Armor per Ante - Changed to 10, from 5

  • Armageddon - Maximum Bane - Changed to 75, from 10

  • Armageddon - Bane per Ante - Changed to 10, from 1

  • Armageddon - Chance to remove Fire Resistance - Chance that, each tick, the Fire Resistance effect will be removed if in direct sunlight after the Ante threshold.

  • Armageddon - Maximum Speed Amplifier - Changed to 7, from 4

  • Armageddon - Mobs Apply Speed - Whether Enhanced Mobs can apply Speed to themselves.

  • Effects - New Category: Gravity

  • Effects - Gravity - Gravity Damage - Base damage for the effect, defaults to 20. Scales with the amplifier.

  • Armageddon - Gravity Amplifier per Ante - Amount of Gravity amplifier to add per ante. The resulting value, if it is not an integer, is rounded down.

  • Armageddon - Maximum Gravity Amplifier - Maximum amplifier for the Gravity effect when applied via Enhanced Mob.

  • Armageddon - Gravity Passable Blocks Needed - Amount of passable blocks beneath the target needed to apply Gravity.

  • Armageddon - Mobs Apply Gravity - Whether Enhanced Mobs can apply Gravity to airborne targets.

Beta 1.0.14 Hotfix 1

by roguetictac on Apr 17, 2024
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indubitably

Changes

  • The overlay for looking at a Factory now mentions how to put in and take out biomass, provided you aren't holding anything.

  • Factory description now mentions that nearby placed Factories of the same tier increase drop payout.

    • The other Factories have to each be bound to a different parasite. Duplicates don't count.
    • This is meant to incentivize collecting Factories for every parasite.
  • Enchantments now mention what they do in the configs.

  • New Enchantment: Cunning

    • Non-treasure, I-V
    • Increases Minimum Damage dealt by spawned parasites. Damage increases by 1 per level.
  • The Turn Brew Effect now awards points akin to COTH infection.

    • It should also no longer work on Enhanced Mobs, if it ever did
  • Added Ignis Knife and Ignis Chakram from Hermit's Arsenal into the Fear Items list, since they are fire-related.

Config Changes

  • Enchantments - All - Now have a description for each enchantment

  • Enchantments - New Category: Cunning

  • Enchantments - Cunning - Per-Level Damage Increase - Amount of Minimum Damage gained per level.

  • Bloom - Fear Items - Added "hermitsarsenal:ignis_knife;4", "hermitsarsenal:ignis_chakram;4"

  • Brew Settings - Effects - Turn - Turn Value - Amount of Evolution Points gained when the effect turns a mob. Defaults to 6.

Beta 1.0.14

by roguetictac on Apr 16, 2024
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Area of effect

Changes

  • The Trustworthy Note cutscene has been shortened substantially, and should only take around 32 seconds to finish now.

  • The Trustworthy Note now appears regardless of moon phase. That requirement was kind of silly anyway.

  • Parasite players can now create orbs after Adapted Tier (Bloom level 3)

    • This differs pretty heavily from when orbs normally appear, around Primitive stage, but I wanted to give level 3 more of an identity.
    • Orbs will give whatever effects you have to nearby parasites, known as Diffusion. They also apply their own.
    • Orb effects are fully configurable, and mimic SRP's standard configs, with an extra addition to account for Corpse Bloom.
    • Orbs can steal xp, and the stolen xp will be given to the parasite player that made them.
    • The Latch and Orb cannot be used simultaneously. Having a Latch active will prevent you from making an orb, and vice versa.
  • In unrelated news, the Recuperation effect now heals once every half second instead of second.

    • It also supports negative amplifiers for no reason whatsoever, not suspicious at all

Config Changes

  • Item Settings - Trustworthy Note - TN Appears Naturally - Modified description to indicate that moon phase requirement has been lifted. It can be reenabled, however.

  • Item Settings - Trustworthy Note - TN Moon Phase - Changed to ALL, from FULL_MOON

    • Also removed a vestigial mentioning of NEVER, which didn't even make it to release
    • It now mentions ALL instead, since that can be used to lift the requirement.
  • Bloom - Orb Enabled - Whether player orbs are enabled.

  • Bloom - Orbs Steal Experience - Whether player orbs can steal experience.

  • Bloom - Orb Biomass Cost - Self-explanatory, spent whenever an orb is created. Defaults to 5.

    • Orbs can be made free by setting this to 0.
  • Bloom - Orb Bloom Requirement - Corpse Bloom requirement for creating an orb. Defaults to 3.

  • Bloom - Orb XP Steal per Bloom - Amount of experience points to steal for each bloom level, starting at Tier 0.

  • Bloom - Orbs Diffuse Effects - Whether player orbs can give nearby parasites whatever effects the player had.

    • This process is referred to as Diffusion.
    • This only works for beneficial effects.
  • Bloom - Orb Diffusion Blacklist - Effects which orbs cannot diffuse from their bearers to nearby parasites.

    • Defaults to minecraft:invisibility, but more effects can be added.
  • Bloom - Orb Diffusion Whitelist - Whether the prior blacklist is a whitelist instead, only allowing effects on the list to be diffused.

  • Bloom - Orb Settings - This one's pretty complicated, it contains the potion effects applied by player orbs.

    • The formatting is nearly identical to base SRP orb config format, with two minor changes

      • (bloomRequirement)+ is prepended to all effects. So 5+0;30;1;srpcotesia:scrying;2;0 only works on tier 5.
        • This cannot be omitted. Put 0+ if you want it to work regardless of tier.
      • For multiple instances of the same effect, the one listed (and qualifying) first, top down, is chosen.
        • This is calculated seperately for effects which have different targets (enemies, allies, self, etc.)
        • This is how you get effects that scale in amplifier alongside tier, like with Hunger in the default settings.
    • Default: "5+0;30;1;srpcotesia:scrying;2;0", "5+2;30;7;minecraft:strength;1;1", "5+2;5;5;srpcotesia:recuperation;1;0", "5+0;5;-5;srpcotesia:recuperation;1;0", "4+0;30;3;srparasites:viral;1;0", "4+0;10;1;srparasites:corrosive;1;0", "4+2;5;2;srpcotesia:recuperation;1;0", "4+0;30;3;minecraft:hunger;1;0", "3+0;15;1;srparasites:viral;1;0", "3+0;15;1;minecraft:poison;1;0", "3+0;15;1;minecraft:hunger;1;0", "3+0;15;1;minecraft:wither;1;0"

      • Notice how minecraft:hunger is listed twice here. The one with tier 4 is listed first, so it takes precedence. The same happens for srpcotesia:recuperation.
        • However, recuperation also has a second instance with negative amplifier, but a different target (enemies), so it isn't ignored.
    • TLDR: List stuff in descending tier order.

Beta 1.0.13 Hotfix 1

by roguetictac on Apr 15, 2024
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hiccup

Changes

  • Changed early mixins to no longer reference config variables, to prevent unecessary class loading

    • Instead, they now have shady static variables in the aptly named SuspiciousVariables class, which references nothing else.
  • Adding points via infection no longer rewards kills if there is a Phase Cooldown active.

    • It also uses a mixin in effectCoth now.
  • Removed a ton of unused imports, it probably doesn't matter but eh

Beta 1.0.13

by roguetictac on Apr 14, 2024
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it astounds me how untested these features are

Changes:

  • Putrid Units can now be converted to Assimilated Flesh, just in case Assimilateds stop being accessible.

    • This is of course nigh pointless for regular players since they can't obtain Putrid Units anyway, as intended.
  • New Item: Dirty Needle, a dubious syringe filled with an unknown chemical.

    • Hitting an entity with it will break the needle, and afflict them with Embolism for 30 seconds.
    • Embolism causes COTH to work at quindectuple (15x) the speed
    • If the COTH Rework is enabled, it will slowly damage entities to the threshold
    • One can configure both the speed and the effects the needle gives.
  • Masticator Clouds can no longer infest blocks if they are on fire.

  • Most tools now have configurable durability. The Living Pick-axe and Living Scalpel also now have their own durability entries, rather than referring to SRP's value.

    • This includes the Masticator, which defaults to 0 to make it unbreakable.
    • The Living tools' config options default to whatever the Living durability is set to in SRP's main config file.
  • The Well Sealer no longer has a placeholder texture, or telekinetic powers

    • I.E. It should check distance now.
  • The Well Divining Rod now properly mentions which dimension the Well is in.

    • Additionally, its distance calculation for whether Well Sealers can be used has been fixed.
  • Wells draining points now has a sound cue and message.

  • Well sounds should now play properly. ONE EXCLAMATION POINT

  • Colony recording damage types should now work if a player is degenerating.

  • Rendering factory bound parasites can now be toggled.

    • Additionally, the Primitive Tozoon, Host, and Herd are no longer rendered this way.

Config Changes

  • Client - Render Factory Parasite - Whether the parasite bound to a factory is shown onscreen.

  • Item Settings - X Durability - X is the tool in question. There are entries for both Living tools, the Masticator, and the Well Divining Rod

    • The Well Divining Rod's default durability is now 200, from 100.
  • Item Settings - Dirty Needle Effects - The effects applied by the Dirty Needle. The format is similar to that of the Primitive Bolster's ally effects.

  • Effects - Embolism - New category

    • Embolism Enabled - Whether the effect is registered
    • COTH Speed Multiplier - The multiplier on the speed of the COTH effect while Embolism is active.

Beta 1.0.12

by roguetictac on Apr 8, 2024
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I am NOT A MORON !!

Changes:

  • Fixed Armageddon being disabled by default due to ineptitude.

    • This is just to make sure Wells are properly active, none of the other armageddon mechanics are enabled.
  • JEI now mentions how to obtain The Masticator

  • Internal change to capabilities, should no longer put a null nbt value if the capability doesn't exist (why did I do that)

Config Changes

  • Armageddon - Enabled - now Enabled by default.

Beta 1.0.11

by roguetictac on Apr 7, 2024
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whar

TLDR:

  • Colony Integration
  • Damage Cap (If you're a cheater)
  • Subtle Enchanted Factory visual
  • Minor UI stuff

Changes:

  • Fixed the "Missing Colony" text overlapping in the overlay.

  • There are now config settings to enable Damage Caps for parasite players, DISABLED BY DEFAULT.

  • Parasite Players will now receive bonuses from Colonies.

    • The bonus refers to the highest tier colony you have received the effects of.
    • The effects persist until you die.
  • Parasite Players can now send their most common damage type to Colonies if they can adapt to damage, provided it is enabled in the config.

    • THIS IS DISABLED BY DEFAULT.
  • Parasite players can now request the most common damage type from colonies. This can be disabled in the configs, and is done through the Malleability Menu, by default accessed with X.

  • Fixed possibly adapting to Void damage.

  • Enchanted Factories now have a slight dynamic tint when placed in the world.

Config Changes:

  • Apply Colony Effects - self explanatory.

  • Notify Colonies on Death - Whether parasite players can send their most common damage type to nearby Colonies on death.

  • Bloom - Damage Cap Enabled, Damage Cap Bloom Requirement, Damage Cap per Bloom - Damage cap related settings, mimic Minimum Damage and Exhaustion.

  • Bloom - Colony Common Damage Type - Whether parasite players can request the most common damage type from colonies.

Beta 1.0.10

by roguetictac on Apr 6, 2024
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rip and tear

TLDR:

  • DEPENDS ON MIXINBOOTER AGAIN.
    • Now incompatible with Phosphor and BetterPortals.
      • Both of these mods use ancient mixins that conflict with Mixinbooter.
        • To clarify, the issue is with the Forge version of Phosphor, since it is no longer supported. There are other lighting mods for 1.12.2, though.
  • UI is less confusing
  • Wells will appear every 10 days, make a Well Divining Rod and 10 or so Well Sealers to find and destroy them, respectively.
    • Wells are not visible, the only way you'll know it's there is with the Well Divining Rod, or the Well Sealer if close enough.
  • The Masticator, make the fields beautiful!
  • Item-related config restructuring. Redo your configs!
  • Minor balancing changes
  • Latch Fixes
  • Threat Fixes and Changes
  • Compat fixes
  • No more Natural Regen
  • RPL got ax'd
  • Friendly Orbs are friendly
  • Marauder and Adapted Bolster special attack Rage

Changes

  • Most brew effects have had their biomass costs reduced.

  • The mod has transitioned back to depending on Mixinbooter.

    • You can visit the SRP Discord if you want more context regarding this change, and why I originally switched off.
    • I have since resolved most of the issues regarding using mixinbooter (It was not a fun experience, hence why I switched off originally), but for now Phosphor and BetterPortals are incompatible again.
  • The Mangler has had its biomass cost reduced, and creation time increased.

  • Minimum bloom requirement for making Gloom Torches reduced to 0.

  • Modified messages and overlay to make mechanics more obvious.

    • Things like getting factory drops or the amount of biomass needed for them are now told to the player somehow.
    • Factory trades also mention the amount of biomass needed, if applicable.
  • Deploying a Latch now has a half-second cooldown

  • Relogging should no longer create floating unbound Latches.

  • The Threat looks different now.

  • Armageddon is enabled by default, but only Wells are active. The rest of the mechanics are still disabled by default.

  • Fixed Ante failing to increase if the world was closed before the milestone.

  • Fixed likely Armageddon Timer desync whenever players sleep.

    • Originally, whenever you slept, it would subtract a full night's worth of ticks, even if you didn't sleep at exactly the start of nighttime.
    • This means you'd have much less time than you expected.
  • Also, changed the amount of Nighttime ticks since those were technically incorrect too, they were supposed to be 11000.

    • You can only actually sleep once the time reaches 13000, not 12000.
  • Fixed Gene Desplicer & Cytokine Mutator from HA failing to work at all.

  • The Masticator, a tool that spews toxic, infectious miasmic clouds, has been added. It behaves much like a Flamethrower.

    • The clouds deal Minimum Damage to entities inside, as well as applying COTH and stacking Corrosion & Poison.
    • It can only infest blocks after Phase 4. It also generates fewer points than if a Beckon infested them, but only by a factor of 5.
    • Can be created by giving a Stage I Beckon Moldered Segments, which can be obtained by trading a Living Core to a Factory.
    • The Fetid "Canisters" which serve as its fuel can be created using Beckon Membranes and various parasite parts.
  • Wells are now in the mod.

  • Every 10 days, a Well will manifest in a randomly chosen dimension. By default, they can appear anywhere within a 10,000 block radius of 0, 0.

    • Wells are completely invisible to all forms of detection, only a Well Divining Rod can indicate their location, and even then, poorly.
    • Dimensions can be blacklisted to prevent wells from spawning in them.
    • Each active well will drain Evolution Points in all dimensions each day (or whatever interval is set in the config).
      • They also boost Ante gained every 10 days.
  • New Item: Well Divining Rod

    • Emits a spark in the direction of the nearest Well, if applicable.
    • It will instead tell you the dimension its in if it is in a different dimension.
  • New Block: Well Sealer

    • Damages a nearby Well for 10 damage. Wells have 100 health by default. These can be configured.
    • It works a lot like a Lure block, minus the Carcass functionality.
  • The Stored Parasite overlay now has an indicator for the key presses needed to store a parasite. (Usually SHIFT+R, or R plus whatever key you use to sneak)

    • The indicator only shows if you can store a parasite, or release it.
  • Modified Factory tooltip, replacing Mouse2 with Right Click to reduce ambiguity.

    • Each line also has a starting dash to reduce clutter.
  • New item: Putrid Unit

    • Use a factory to get drops from a Feral Parasite to obtain this item
    • Used to make the Dendritus instead of the Noxious Brain, so it is easier to obtain.
    • It's intended that parasite players use a Vermin or Gnat factory to get this item, but if 60 kills works for you go off I guess.
    • Gating it behind Pures makes catching up with the parasites somewhat difficult, especially if a Beckon is active.
  • Lowered the Phase 3 Burning event point loss to 400, from 3000.

  • Parasites no longer receive Natural Regeneration.

  • Random Point Loss is now disabled by default.

  • Effects applied via orbs from other parasites are now applied if the effect is meant to be given to other parasites.

    • So Adapted Summoners will give you Speed if you are in the orb range, etc.
  • The Special Attacks of the Marauder and Adapted Bolster should not affect parasite players anymore.

    • Additionally, they should now give Rage to nearby parasite players when the attack concludes.
  • Parasite Players will receive Rage whenever the Evolution Phase is reduced.

  • Binding Factories to Dispatchers is now possible again.

Config Changes

  • Settings for the Trustworthy Note and Phase Boosters have been moved to the "Item Settings" category.

    • Brews have not been affected by this change.
  • Item Settings - Masticator Block Value - The amount of points gained when The Masticator infests a block. Defaults to 10

  • Item Settings - Masticator Minimum Phase - The minimum Evolution Phase needed for the Masticator to infest blocks. Defaults to 4

  • Factory Behavior - Item Trades - added "srparasites:living_core;srpcotesia:moldered_segments;3"

  • Random Point Loss - Enabled - Now disabled by default.

  • Random Point Loss - Phase 3 Point Loss - Reduced to 400, from 3000

  • Armageddon - Nighttime Ticks - 11000, from 13000.

  • New Category: Well

  • Hunger Rework - Natural Regeneration - Defaults to false.

  • Biomass - Parasite Cost Settings - Reduced biomass cost of srparasites:mangler to 15, and increased creation time by 3 seconds (60 ticks)

  • Factory Behavior - Item Trades - reduced srpcotesia:gloomtorch bloom requirement to 0, from 2.

  • Factory Behavior - Extra Parasite Drops - added srpcotesia:putrid_unit to each feral parasite.

  • Brews - Recipes - Brew Effect Recipes - Reduced most biomass costs. "srparasites:lurecomponent1;turn;5", "srparasites:lurecomponent2;harm;5", "minecraft:fermented_spider_eye;poisonBane;3", "minecraft:nether_star;witherBane;3", "minecraft:gunpowder;explosion;10"

  • Brews - Recipes - Brew Potion Recipes - Reduced most biomass costs "minecraft:skull#1;minecraft:wither;-1;2;false", "srparasites:lurecomponent5;srpcotesia:scrying;4;5;false", "srparasites:ada_reeker_drop;srparasites:viral;-1;10;false", "srparasites:ada_yelloweye_drop;srparasites:corrosive;-1;1;false", "srparasites:ada_summoner_drop;srparasites:rage;1;2;true", "srparasites:ada_bolster_drop;srpcotesia:recuperation;-1;5;true", "minecraft:sugar;minecraft:speed;1;5;true", "srparasites:ada_manducater_drop;minecraft:invisibility;1;20;true"

Beta 1.0.9 Hotfix 2

by roguetictac on Mar 22, 2024
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Changes

  • Fixed a bug where dying as a Parasite Player would crash the game

    • Skill issue tbh
  • Fixed factory trades being broken

    • Would you believe I forgot an exclamation mark? A single one.

Beta 1.0.9 Hotfix 1

by roguetictac on Mar 22, 2024
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hoftix

Changes

  • Fixed an issue where I used a Client method where I shouldn't have.
    • Always check your SideOnlys!

Beta 1.0.9

by roguetictac on Mar 21, 2024
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The air is burning around you...

Highlights

  • Essential Compatibility
  • Latch changes, UI changes
  • Threat stuff
  • Trustworthy Note changes
  • Reinforcement System compatibility
  • Glowy bits
  • More Config options

If i get no feedback i will die

You should redo your configs for this update. Quite a bit has changed.

Changes

  • MixinExtras is now shadowed again. The version has not changed, however.

    • In order to gain compatibility with the Essential mod, this mod will shadow mixinextras to where that mod shadows its own mixinextras.
    • Just in case you see essential mentioned in a crash report without it being installed.
  • The Latch should no longer ignore its Attack cooldown (silly)

  • Buglins will no longer lunge at enemies when parasite players attack or are attacked.

    • They haven't forgotten what you did to their targetting, Dhan.
  • If Hermit's Arsenal is installed, Parasite Players will drop Incinerated Flesh and Fragmented Genomes whenever possible.

    • This requires a living entity to be responsible for the death.
    • Still on the fence for if parasite players will drop items more regularly. More at 11.
  • Latches should now properly die whenever their owner dies.

  • The UI has been modified a bit

    • Points contributed now has its own progress bar. This also shows the next Corpse Bloom level's requirement, if applicable.
    • The Latch now has a UI indicator, and a message when you unlock it.
      • The UI element also shows the Keybind needed to use it, and whether it was deployed.
    • The Hiding UI no longer shows if the player in question cannot hide, due to insufficient Corpse Bloom.
      • This also shows its keybind now.
  • The messages for the note now allude to why it failed to be used.

    • "It won't budge. It seems weaker in this dimension." - The dimension you are in won't work. Try the overworld instead.
      • The dimension stipulation only exists if the nighttime stipulation is active.
    • "It won't budge. Maybe try again when its darker out?" - It needs to be daytime.
    • "It won't budge. Perhaps the moon phase is wrong." - Wrong moon phase. I would've went with something more cryptic but people actually need to know what they need to do.
    • "It won't budge" - This is now unused (far too vague)
    • "They have advanced too far for this to matter." - The current Evolution Phase is too high.
  • Fixed a bug where parasite players would have worn skulls fail to rotate properly.

    • Might also fix other head-related issues, who knows
  • Phase -2 now has its own sound. I suggest you set up a new world as a parasite, run /atimer set 60, and then watch the fireworks, so I can get feedback.

    • Don't get your hopes up, I'm no sound designer.
    • There is also a minor visual effect, which can be toggled in the configs.
    • For non-parasites, the sound is C418's "Alpha", or the music for the end poem.
  • Corpse Bloom tier requirements are now configurable.

    • They default to the Evolution Phase Point Milestones, but each one can be modified if you wish.
    • Theoretically, you should be able to just regenerate your config if SRP changes their Phase Requirements, and the config should update as normal.
    • The requirement for the current Evolution Phase to be high enough can also be disabled now.
  • Parasite Players can now deal Minimum Damage on fully charged attacks, using the Slicer (The scythe tentacle in your head)

    • This will also apply Exhaustion, provided Minimum Damage occurs. It also has a sound cue!
    • Both of these are diminished when you use them too rapidly. There is a "delay" of 10 ticks wherein your damage and exhaustion will be interpolated (reduced). The more often you hit, the less you'll deal.
  • Parasite player Scent death value is now 10.

  • Points subtracted on death will now be subtracted from points contributed as well.

    • Debar can prevent points from being subtracted at all, as per standard practice.
    • This can be configured. If you only want the World to lose the points, that can be done (freeloader).
  • Parasite players will spawn Beckons on death provided the Reinforcement System is enabled.

    • This only occurs if an entity was responsible.
    • This stipulation extends to spawned Scents as well.
    • This can also be disabled, as well as spawning scents.
  • Parasite players mimic fire-based Rage behavior now. Getting hit with fire damage has a 1 in 5 chance to give the Rage effect.

  • The Grep should no longer fall into the bowels of the earth, never to return... (They still aren't finished)

  • Armageddon now prevents the biome from assimilating blocks, provided a node doesn't exist.

    • A node would only be able to exist post armageddon via commands since every node is killed when it occurs, so I'm not touching that.
    • To clarify, Colonies and Nodes will have their structures stay, but the inner heart will stop beating, so to speak. More of a Carcass than a structure.
  • Armageddon now scales mobs as time progresses. It does this through a new value, Ante.

    • Ante will increase every 10 days, scaling Defense, Hyper Armor, and Bane for Enhanced Mobs. All three only apply to combat with parasites.
      • Defense is effectively extra health.
      • Hyper Armor turns damage below its value into healing.
        • This cannot heal above half the mob's maximum health (including defense).
      • Bane is extra damage dealt to Parasites.
      • Enhanced mobs will also gain the Speed effect with varying amplifier (it changes every second, most of the time) when targetting a parasite.
    • Ante also increases the chance that RPL occurs, as well as its severity.
    • A mob has a chance to become Enhanced when it spawns, and the chance increases the closer the Threat is.
    • When I do add a way to decrease Ante, there will be a minimum value it cannot go below. This creeps upward by 1 whenever its difference from ante exceeds 5 (configurable).
    • There's also a new command, /ante, which behaves much like /atimer.
    • Enhanced Mobs will remove 2 points for all adaptations on any parasites they attack. You are included in this.
    • There are custom hit colors and sounds for Defense and Hyper Armor proccing. Bane also has a sound when it is used. All sounds have pitch modifications of some kind.
      • An entity will flash blue if it is using its defense. This will play an Iron Golem hurt sound.
      • An entity will flash yellow if it blocks an attack with Hyper Armor. This will play an attack failure sound.
  • Parasites will burn in sunlight once Ante exceeds 7. This can be configured, and doesn't occur if you are invulnerable.

  • Again, to reiterate, the Threat is still disabled by default. This is all a HEAVY work in progress.

    • Enhanced Mobs are still not at the level I aspire them to be at the moment, so if you do play with them enabled expect hiccups (don't be afraid to tell me about them, too!)
  • For parity with recent Beckon changes, the parasite player model and Factory model will both have glowing parts where necessary.

Config Changes, an inexhaustive list

  • Client - Armageddon Visual Artifacts - Whether Armageddon causes certain visual artifacts when it occurs.

  • Bloom - Point Milestones - The amount of points needed for each Corpse Bloom tier.

  • Random Point Loss - Burning Chance - Decreased to 0.3, from 0.4

  • Armageddon - Maximum and Ante stepping values for each auxillary mechanic for Enhanced mobs, as well as for RPL and the COTH rework.

  • Armageddon - Ante Ticks - Time it takes for Ante to increase by 1, in ticks.

    • Ante can be fixed by setting this to 0.
  • Armageddon - Enhancement Chance - Base chance for a mob to be Enhanced. Ante-sourced chance increases are stacked on top of this.

  • Armageddon - Armageddon Enabled - description updated.

  • Armageddon - Timer Enabled - Whether the armageddon timer is enabled.

  • Armageddon - Ante Enabled - Whether Ante is enabled.

  • Armageddon - Mob Enhancement Enabled - Whether mobs can be Enhanced. Existing enhanced mobs will behave like normal mobs if this is disabled.

  • Armageddon - Maximum Ante - The maximum value Ante can reach.

  • Armageddon - Starting Ante - When a world is created, Ante will be set to this.

  • Armageddon - Enhancement Fixed - Whether the timer has no effect on the Enhancement Chance.

  • Armageddon - Enhancement Blacklist - Mobs which cannot be enhanced. A whitelist check is also provided.

  • Armageddon - Ante to Burn in Sunlight - If ante exceeds this value, parasites will begin to burn in direct sunlight.

  • Spawn Beckon on Death & Spawn Scent on Death - both are self-explanatory, toggle the mechanics mentioned.

  • Bloom - Bloom Phase Value -> Bloom Phase Conversion

  • Bloom - Require Evolution Phase for Upgrade

  • Bloom - Minimum Damage Enabled, Minimum Damage Bloom Requirement - Enables and adds a tier requirement for Minimum Damage

  • Bloom - Minimum Damage per Bloom - Minimum damage value for each bloom value.

  • Bloom - Exhaustion Enabled, Exhaustion Bloom Requirement - Enables and adds a tier requirement for Exhaustion.

  • Bloom - Minimum Damage per Bloom - Minimum damage value for each bloom value.

  • Bloom - Lose Contributions on Death - Whether points lost on death are also subtracted from Points Contributed

Beta 1.0.8

by roguetictac on Mar 11, 2024
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The i hate making entities update

Burnout happens when you're overwhelmed, emotionally drained, and unable to keep up with life's incessant demands. The condition isn't medically diagnosed. But burnout can affect your physical and mental health if you don't acknowledge or treat it.

Changes

  • Tiered Factory trades failing will mention the needed tier if you aren't up to snuff.

  • MixinExtras is now shadowed, and updated to 0.3.5

    • This should reduce version issues with other mods using mixinextras
  • More progress has been made on the THREAT behind the scenes. It's not finished

    • The Grep, a sentinel that fuses with mobs to fight parasites, has not been even remotely finished, hence being disabled by default
      • This mod will likely only add like 2 real enemy entities, and I'm hoping to make those two as potent as possible.
      • This is going back on my previous yapping about "no entities" because I remembered that the old Mcreator addon had an entity I really liked, actually. If you heard a door slam open while playing that, you'll know what I'm talking about.
        • That old bucket of bad code was posted in the discord at some point idk
      • If you're a fan of silly unfinished entities, here you go
  • The Trustworthy Note transformation is now a little different.

    • Upon death, you are forced to spectate the Assimilated Adventurer. That way nobody gets stuck in spectator anymore.
    • At any point, if you unspectate them, you will die instantly and respawn in whatever gamemode you were in before you used the note, as if you died normally.
      • This also allows you to receive another note, allowing you to try again.
    • You are also given a Factory immediately upon transforming, that way players learn about the mechanic as early as possible.
      • Don't feel bad if your first introduction to the Factory was someone else talking about it, that's on me
  • Held Deterrent Factories now passively spawn their bound parasite near nearby targets.

    • This only happens when held, not when placed on the ground.
    • A very faint sound will play when this happens (It's just the Scent Wave sound pitched up, don't worry)
    • This can be disabled in the config.
  • Recipes, Fear Items, and other config-driven lists are now stored in data structures rather than just the string list.

    • Not only is this a little better performance-wise, but it should also allow for other mods to add their own more easily, without any config hotswaps.
  • New Enchantments! These are Factory-exclusive and affect the parasites they spawn.

    • New Variant Enchants: Virulent (treasure), Berzerking, Breaching, and the HA-exclusive Defiled cause certain parasites to take on the respecitve variant.
    • Deviantive (treasure), which causes some parasites to take on their special alternate skins, many with different stats. The Primitive Reeker has a Pale variant, for instance, that deals more damage but has half health.
      • This is mostly cosmetic for some parasites, like the Assimilated Villager, for which it only really changes what it looks like.
      • Don't worry, there aren't any nests to worry about
    • Augment Enchant: Throwing, which causes the Kyphosis to throw nearby parasites at targets.
    • Fluidity, a leveled enchantment which reduces parasite creation time by 10% per level. It maxes out at level 5, or 50% reduction.
    • More enchantments are planned. Feel free to make suggestions!
    • Enchantments will be kept when you unbind a factory. Factories cannot be bound to parasites that the enchantments don't apply to.
      • An enchanted factory cannot be turned back into biomass, only unbound.
  • Additionally, the new enchantments have both config settings and descriptions, should be useful if Enchantment Descriptions is installed.

Config Changes

  • Factory Behavior - Passively Spawn Deterrents

  • Factory Behavior - Evolution Point Trades - Now supports using # to specify metadata, JEI showed this but the actual functionality did not.

  • Factory Behavior - Producing Whitelist - Previously broken, was not appearing.

  • Removed - Missing Mixins Exception - This is no longer necessary, theoretically, since we don't depend on Mixinbooter anymore. It didn't do anything anyway.

  • Grep - Now has its own category in srpcotesia_mobs.cfg

Beta 1.0.7

by roguetictac on Mar 3, 2024
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Was supposed to be a hotfix until I had a nefarious idea

Also some rebalancing idk

You will need to regenerate your configs, this update changes quite a few things.

Changes

  • THE MOD NO LONGER DEPENDS ON MIXINBOOTER !! AT ALL !!

    • This should hopefully fix a host of incompatibility issues, and maybe make a few new ones as well
    • This switch now allows for working early mixins, which I didn't have before.
    • The Optifine issue from earlier was the result of not having that. Now it works just fine... right?
  • You will likely need the 0.7-0.8 mixin compatibility mod if you're using a suitably large modpack, although you probably already installed it earlier in that case

    • If you have mods like BetterPortals or VanillaFix, add it just in case.
  • Compatibility with Hermit's Arsenal v2.2, but that probably isn't available right now.

    • The Gene Splicer will now properly work on parasite players, but only if a player uses it.
    • Just in case you see a crash relating to it.
    • I am open to other reccomendations for mod compatibility.
  • JEI Integration for Factory trades and the Osmosis. The Factory tutorial can also be viewed via JEI.

  • Factory trades now properly integrate the Tier of factory required, this was mentioned in the configs but wasn't actually implemented for non-point trades.

    • As a result, I have retiered the item trades. Since the tier is required, you must redo this config entry.
    • Blocks from the biome will now require tier 5 (Preeminent, or Phase 5 when a node can be created) to be made, but only 0 to turn into useable material.
    • A notable exception is the Saplings, which only need bloom 0 to be cycled or made from other parasite items.
    • You can now turn vanilla saplings into parasite saplings. They all turn into a single one, which you can then cycle to get the others.
  • Factories that are unbound are no longer artificially darkened. This is mostly so the GUI doesn't feel cluttered.

    • That and it was redundant anyway - Bound factories show a spawn item for what they are bound to, or this mod's logo.
  • Fixed /dendritus command not being registered

  • Added a recipe for the Dendritus, craftable from Vacuous Cysts, Noxious Brains, and an Eye of Ender.

    • I might add more uses for Vacuous Cysts in the future, stay tuned.
  • Fixed Adaptation Sounds not playing at all

  • Moving Flesh that merge will always be Factory-spawned if one of them is Factory-spawned.

    • For reference, Factory-spawned parasites are unable to give points via merging or despawning.
  • Fixed the Dendritus having 1 extra stage range.

  • Maybe fixed a NullPointerException crash? Unsure if it'll ever come up.

  • WIP - Hiding parasites that were spawned by a factory will spread the tag to entities they infect.

    • This means that you'll get points for them successfully infecting too!
    • Additionally, Factory-spawned parasites will make mobs they successfully turn into factory-spawned parasites.
  • Factory-spawned parasites have a special particle effect when you are holding a factory.

  • Nerfed Factories for several parasites, their fuse times have been increased.

    • Additionally, a safeguard is in place to prevent negative fuse times.
  • Halved Base Factory health, they now have 2.5 Max Health by default.

  • Phase Boosters no longer apply globally! Laziness is not tolerated.

    • This can be changed in the configs, of course, if you want the original behavior back.
    • To compensate, the boosters have received substantial buffs to their multipliers, and increases to their XP drain to boot.
    • Keep in mind, boosters still increase biomass gain.
    • The booster does, however, boost points from parasites you spawn.
    • This isn't an idle game evan
  • Possibly fixed a bug where parasites would forget their managers instantly

    • Honestly, I understand the mindset
  • Blocks which dispel phasing should indicate that in their tooltip now.

    • If the inverse is enabled for some reason, the tooltip will reflect this.
    • The list now has a few extra blocks added, mainly end related.
  • Holding items with the "Its moving" tag as a parasite player will cause it to eventually remove itself.

    • This goes for the offhand as well.
    • The tag will be removed every second. Should allow for it to still appear if you switch off quick enough.
    • The tag is not removed for normal players.
  • The COTH Rework now defaults to the percentage check.

    • Additionally, the COTH rework now requires only 50% of an entity's health to be gone.
    • The numerical threshold has not been modified
  • The Random Point Loss system has been buffed, burning now has a higher chance of occuring, and will take more points when it does.

    • If burning does occur, the message will be different.
  • The Bloody Clock now provides as much information as a Factory does about the current evolution phase.

    • This information is only given if the recipient is a parasite.
  • Tweaked Phasing to try to force parasites being eye level with their targets.

    • Should allow them to actually attack

Config Changes

  • Factory Behavior - Item Trades - Many changes, read above for specifics. The trades haven't really changed that much anyway.

  • COTH Rework Settings - Health Threshold Type - Changed to percentage by default.

  • COTH Rework Settings - Percentage Health Threshold - Changed to 0.5, or 50% of max health.

  • Effects - Phasing - Disruptors - Added End Stone Bricks, the End Portal Frame, Bedrock, Barriers, and all Purpur variants

  • Random Point Loss - Burning Chance - Increased to 40%, from 10%

  • Random Point Loss - Max Burns - Increased to 4, from 1

  • Phase Boosters - Boost Global Gain - Allows phase boosters to boost global point gain. False by default.

  • Phase Boosters - Booster Stage I Multiplier - Increased to 2, from 1.5

  • Phase Boosters - Booster Stage I XP Drain - Increased to 2, from 1

  • Phase Boosters - Booster Stage II Multiplier - Increased to 4, from 2

  • Phase Boosters - Booster Stage II XP Drain - Increased to 4, from 2

  • Phase Boosters - Booster Stage III Multiplier - Increased to 8, from 2.5

  • Phase Boosters - Booster Stage III XP Drain - Increased to 8, from 3

  • Phase Boosters - Booster Stage IV Multiplier - Increased to 16, from 3

  • Phase Boosters - Booster Stage IV XP Drain - Increased to 16, from 4

  • Client - Show Factory Spawned Parasites - Whether a Factory spawned parasite will emit particles when you are holding a Factory.

  • Biomass - Parasite Cost Settings - Extra ticks for parasite creation time in a factory can now be added.

    • The Gnat has had its fuse time increased by 100 ticks, or 5 seconds.
    • The Primitive Vermin has had its fuse time increased by 200 ticks, or 10 seconds.
    • The Assimilated Ender Dragon has had its fuse time increased by 2000 ticks, or 1 minute and 40 seconds.
    • The Assimilated and Feral Endermen have had their fuse times increased by 100 and 200 ticks (5 and 10 seconds), respectively.
    • The Light Carrier has had its fuse time increased by 100 ticks, or 5 seconds.
    • The Flying Carrier has had its fuse time increased by 120 ticks, or 6 seconds.
    • The Heavy Carrier has had its fuse time increased by 200 ticks, or 10 seconds.
    • The Bogle and Haunter have had their fuse times increased by 4000 ticks, or 3 minutes and 20 seconds
    • The Heed's biomass cost has been increased by 5, to 50. Their fuse time has also been increased by 400 ticks, or 20 seconds.
  • If you have any concerns regarding these balance changes, please feel free to let me know.

    • Most if not all of them can be reverted using the config.

Beta 1.0.6

by roguetictac on Feb 29, 2024
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They're in the damn walls

This might as well be a pre-release given how experimental the Dendritus is, but eh.

Changes

  • Armageddon no longer occurs when disabled. It should also tick down globally independent of dimension, as intended.

    • Sorry william
    • It should also go down more when players sleep to skip the night, around 12000 ticks since that's how long night is. The time to skip can be configured.
  • The /atimer command now supports getting the current timer value using /atimer query

    • This should work similarly to /time query, but the return value will loop back around to 0 if it exceeds the integer limit via modulo (the actual timer does not do this, just the query result)
    • The timer should never naturally exceed 2 billion ticks anyway, since it goes down, but who knows
  • The Dendritus, a new block which can augment a Dispatcher if placed under it, or if given to it directly with space below. It will break bloks if it needs to to place it, given it can.

    • Augmented Dispatchers will prevent parasites from breaking blocks if in range.
    • Instead, they will receive the Phasing effect, which will allow them to move through solid blocks.
    • This will fail if the parasite is on fire, and parasite players are not given the effect.
    • Explosive Projectiles will also fail to break blocks in range of a Dendritus. I figured the effect was powerful enough to warrant that.
    • This is intended to both keep parasite bases intact while also causing problems for everyone else.
    • The block functions similarly to the Node and Colony, meaning its effects persist even if it isn't in loaded chunks.
  • Added Phasing.

    • The effect will be dispelled if a block that is too tough for the parasite to break, if their max breakable hardness was increased via the multipler, is present

    • There is also a config option to make specific blocks dispel Phasing, defaulting to End Stone.

    • Just between you and me, the Phasing effect doesn't actually give noclip. It just moves them and prevents suffocation. Don't tell them!

    • Hence why it does nothing for players. I may change this in the future.

  • New command, /dendritus, that prints out all active dendriti in the current dimension.

  • The Dendritus does not currently have a recipe, mainly due to its WIP nature. I don't want it to screw up existing worlds, I've done that enough already.

  • Changed how parasites give credit for kills to players, they will now store the uuid of the player that spawned them.

    • This should substantially reduce the amount of getClosestPlayer calls. Now it's just doing UUID searches, at this point I'm unsure if its much better.
    • If you're curious, the tag used is called "manager". We store it as a string to allow for null values.
    • Premature Optimization? Never heard of it!
  • Malleability Menu should now correctly render labels for adaptations being inaccessible.

  • Burning now rapidly drains Biomass and prevents Factories from making parasites.

    • This persists even if Fire Resistance is applied, provided it doesn't remove the fire.
    • The default values will drain around 2 biomass per tick, or 40 per second.

After this update, I will probably shift focus towards the Threat/causing parasite players distress. Especially after this, I've been spoiling you all.

Config Changes

  • Armageddon - Ticks in a Full Day - The amount of ticks in a day.

  • Armageddon - Ticks in Nighttime - The amount of ticks in a day where it is nighttime.

  • Biomass - Fire Drain - The amount of biomass to drain every five ticks while on fire.

  • Blocks - Dendritus Range - The range, in blocks, of a Dendritus per Dispatcher stage.

  • Blocks - Dendritus Effects - Whether the Dendritus has any effect at all.

  • Blocks - Dendritus Distance - Minimum distance between Dendriti.

  • Effects - Phasing - Phasing Enabled - Whether the Phasing effect is enabled. Dendriti will still prevent block breaking, but the effect won't be applied.

  • Effects - Phasing - Base Maximum Hardness - The base maximum hardness of phaseable blocks, anything higher will dispel the effect.

  • Effects - Phasing - Break if Not - Whether parasites should be allowed to break blocks if phasing can't be applied.

  • Effects - Phasing - Scan Block Value - Amount of points gained per phased block.

  • Effects - Phasing - Block Hardness Multiplier - Multiplier to the parasite's max hardness, to use instead of the base value for determining whether a block can be phased through.

Beta 1.0.5 Hotfix 4

by roguetictac on Feb 24, 2024
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This is getting ridiculous.

Changes

  • Fixed Factory item interactions failing, and everything severing heads, apparently.

  • Fixed Brew Sacs disallowing use if you had less biomass than needed to refill them, even if they still had throws remaining.

  • Adaptation Gui now has special messages for when adaptations are disabled, either via config or Immalleable, and also mentions if a Corpse Bloom requirement has not been met.

Beta 1.0.5 Hotfix 3

by roguetictac on Feb 23, 2024
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Hotfix 3

Changes

  • Fixed Optifine causing custom hit colors to not render. Experimental, and it doesn't recolor for the death animation.

    • This was done with RenderPlayerNuclear, a class that extends RenderPlayer and has its setBrightness method overridden.
      • RenderPlayerMalleable would've been a better name, now that I think about it.
    • I rendered another instance of the player, using this class instead, that is ever so slightly larger than the original (you might notice it ingame!).
      • This new player doesn't render any render layers (the original RenderPlayer handles that), but does fire its own RenderPlayer events, so you can use those.
    • This does technically mean the set of events, pre and post, are thrown twice (nuclear set first, then standard set). Hopefully this doesn't cause too many problems.
  • Added a red tint to the screen whenever your head is severed.

    • The tint slowly fades as you regenerate.
    • The tint does not block items in your hotbar from being rendered. This is technically a bug, but is also somewhat useful.

Config Changes

  • Client - Beheading Red Tint - Whether to tint the player's vision red when the secondary head is severed.
  • Client - Beheading Red Tint Amount - The amount to tint the screen.

I never want to see an optifine crash ever again.

Beta 1.0.5 Hotfix 2

by roguetictac on Feb 23, 2024
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Hotfix 2

Changes

  • A parasite player's secondary head can be severed using a direct sword strike, at a 40% chance.

    • This will delete all adaptations and prevent new adaptations from being created for 2 minutes.
      • You will be unable to hide while your head is gone.
    • It also applies Rage, Bleeding, and Slowness to the afflicted, mimicking SRP tendrils.
  • The Latch will now turn mobs at a configurable chance, and the behavior can be disabled altogether.

  • Custom hit colors are disabled automatically for the Player model if Optifine is installed, prevents a crash due to the class being loaded before my mixins can work.

    • Working on a fix, if anyone knows how to get around this let me know.
    • The Parasite render layer will still show the correct color.

Config Changes

  • Latch - Turn on Kill - Whether the Latch turns mobs it kills.

  • Latch - Turn Chance - The chance the Latch will turn a mob it kills.

  • Bloom - Parasites Can Follow Players - Enabled by default now.

  • Bloom - Beheading Chance - The chance that the secondary head is cut off.

  • Bloom - Head Regeneration Time - Amount of time, in ticks, it takes to regenerate the secondary head.

  • Factory Behavior - Sword Alternatives - Other weapons that can be used as swords, for Beheading or getting drops from Factories.

Beta 1.0.5 Hotfix

by roguetictac on Feb 22, 2024
Download

The drop shadow update

Changes

  • Malleability Menu now shows the maximum amount of adaptations one can have.
    • It also no longer has drop shadows on its labels.
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