
This mod requires Mixinbooter, GeckoLib, and Scape and Run: Parasites.
Versions 1.0.7-1.0.9h2 do not require Mixinbooter, but are also unstable
Intended SRP Version: 1.9.21
Using versions below this one will likely lead to issues!
Installing Patchouli will add a guidebook for the mod's mechanics.
Many tooltips for this mod will only be visible if you are a parasite.
If you are a parasite, you will be referred to as a Vagrant. You may encounter hostile resistance.
Are you a frequent devil's advocate? To the point people hate you for it?
Do you vehemently despise anything that doesn't have a black/grey/pale orange/light green/yellow/red color palette?
Do you, due to some ulterior motive or nefarious agenda, disagree with Frequently Denied Suggestion #7 on the Scape and Run: Parasites Discord Server being a Frequently Denied Suggestion?
Do you eat small spiders or ants you find in your room? How do they taste?
Do you feel the inexplicable urge to point at random passerby and yell to nonexistent underlings to FETCH YOU THEIR SOULS?
Are you a stain on this world? Do you originate from smelly caves deep underground?
Do you feel glee when you hear a Preeminent parasite is nearby?
Would you write an exposé on the process of combustion?
If you answered Yes to any of the above questions, you should probably go see a therapist.
If not, you should still have a therapist, it's good for you.
Cotesia Glomerata is an addon to Scape and Run: Parasites which allows you to become a disgusting flesh monster.
Named after a species of parasitoid wasp.
Features:
- You can become a parasite, weakness to fire and splitting headache included. You can also hide and unhide, but you'll lose your chestplate slot if you aren't hiding.
- Hiding will prevent mobs that target parasites from targetting you. The inverse is also true: If you look like a parasite, they'll kill you like one too!
- Works with Mobends and Real First Person 2.
- You receive effects from Orbs as if you were a parasite.
- Mobs that normally target players but don't target parasites will still target you. Your new body hasn't obscured your rotten soul.
- Parasites will attack whatever you hit, or whatever hits you, given they can see you.
- They may even strike preemtively if the enemy is targetting you.
- Preventing the damage, usually through a Shield, will still cause them to attack.
- Your head can be severed using a sword, wiping your Adaptations and giving several debuffs.
- Decapitation only has a 60% chance to proc, but that can be configured.
- If you are burning (and don't have Fire Resistance), ANY sword hit can do this.
More on that... (Spoilers)
- In the first chest you open, you'll find a Trustworthy Note. (at night)
- Do not kill any parasites. This will ward the Note off.
- Use this item, reach inside, then sit tight and wait.
- (Don't touch your keyboard)
- (The process can be made instant in the configs, or by disabling the Assimilated Adventurer)
Parasite Drops are obtained using Factories for those who can't kill them. That means you, presumeably.
- Two new utility parasites, not including yourself, to mess around with (they haven't caught on to the alias trend yet, give them time):
The Parasites
The Factory:
Its Tier is determined on creation. If you want a stronger one, advance to a higher tier, then create it. You can turn it back into biomass by sneak right clicking while holding it (This will unbind it instead, if it is bound).
Stores biomass, and can create parasites with it. Also has an item form, and can be created with its corresponding key (will cost 10 biomass by default, your health can be used as currency if you don't have enough). Holding SHIFT while hovering over the item will show a not-so-brief overview of its functionality. This can be disabled.
Parasites created by factories will attribute kills to their creator, or the nearest parasite player if they can't remember, and cannot be stored by Dispatchers. They additionally cannot contribute points via the Merge System, or by despawning.
Factories will spawn parasites at the position of whatever they are targetting, if possible. You'll know if its willing based on it making a different ambient sound.
Can be bound to a parasite to make more of it. Or not. Spawned parasites inherit the custom name of the Factory, if applicable.
In its item form, it can be used to convert parasites of its tier to biomass. It will do this passively to lower-tier parasites nearby, if bound to one, or upgrade them if it is bound to the upgrade output (e.x. a Mangler factory will upgrade nearby Rupters).
Does not deal contact damage. You made it, don't look at me.
Can eat food on the ground. Items can also be given to it in exchange for evolution points or a different item in return. Most trades will produce Parasite Biome equivalents for existing blocks, and vice versa, with a special tooltip to indicate that something isn't quite right with the output (just flavor text).
Showing it a clock (Bloody Clock or vanilla clock) will show the current Evolution Phase and number of Evolution Points. It also mentions the Phase Cooldown, if one is active. The Bloody Clock will show this information regardless of whether a Factory is involved.
Releases withering clouds when attacked, and eventually orbs, scaling in size and strength with its tier.
Can adapt to damage if it is Primitive tier (Tier 2) or higher.
Parasites might congregate around it. They like your handiwork.
Preeminent (tier 5) or higher tier factories need a Colony nearby in order to make parasites.
Displays its bound parasite's spawn item. The mod looks for these by searching for an item with the following id: {modid}:itemmobspawner_{Classname, without the Entity, and all lowercase}.
(Except for the Crux, it has an override)
The Latch:
Requires Assimilated Tier (Tier 1) by default
Acts as more of a weapon than its own mob. Pressing its corresponding key will launch one out at whatever you are facing.
Forces you to unhide when created.
For parasites, it will apply effects and act as a leash, preventing whatever it is attached to from being picked up by a Dispatcher.
When it catches on fire, so will you.
For enemies, it will attack and convert those it kills. Its damage scales with the tier (and attack damage stat) of its bearer, and its Minimum Damage with scale with the former.
Can adapt to damage if its bearer is Primitive tier (Tier 2) or higher.
A configurable Biomass storage and utilization system allowing you to spawn in parasites and change them into other parasites. This replaces Killcount, you aren't cool enough.
- Adding to that, parasites will remember what they used to be when evolving via natural means, so you can't farm biomass by just spawning a bunch of Rupters and waiting for Manglers. The extra is taxed.
Damage Adaptation! You can adapt to damage sources starting from Primitive Tier (2) onwards, and the quality of and amount of adaptations increases with Corpse Bloom.
- Adaptations for parasite players can be cleared by severing their secondary head, using a sword.
- Mobs can do this too, so watch out!
- Adaptations for parasite players can be cleared by severing their secondary head, using a sword.
Orbs! You can release an Orb starting from Adapted Tier (3) onwards, which applies effects to parasites and enemies alike, or even yourself! The effect list is fully configurable, abiding by SRP's standard.
- Parasite player orbs also have the unique ability to diffuse any beneficial effects their bearers have to other parasites in range. This is configurable too.
Via the Leer ability, you can direct parasites to move to a specific place, or attack a specific target.
- Past Pure Tier (4), it will even spawn Seizers!
Leaping! You can leap in the direction you are facing if standing on the ground or in water, starting from Assimilated Tier (1).
- This can be used to clear heights or distances, or just to swim faster.
- Timing a jump with the leap allows you to go somewhat farther, at the cost of height.
Fall Reduction starting from Primitive Tier (2) onwards.
- Also reduces damage from collisions, such as that of an Elytra.
- If the distance fallen is below a threshold, no damage is taken.
Certain SRP potion effects will be hotswapped on application (Corrosive, etc.), they don't even get the chance to be applied. This is configurable.
- You are also immune to a few effects, by default Viral, Poison, and Hunger are on the no-fly list, since parasites are already immune to these.
A somewhat crippling fear of certain items, mostly fire-related.
You can see what mobs have COTH, but only if you are a parasite. The effect is different if they are fully infected.
- You can also see what parasites you made, provided you are holding a Factory.
A new HUD overlay that shows biomass count, bloom level (the swelling "heart"), Evolution Points contributed, whether you are hiding with an eye icon (and can toggle that state, the lock icon), and your current stored parasite, if you have one.
- It also shows the status of several special abilities, such as the Latch.
A new GUI for managing Adaptations and Phase Boosters. There's also a slot for parasitic armor to configure its Adaptations as well.
A leveling system ("Corpse Bloom", name pending) that gates interacting with higher tier parasites behind Evolution Point contributions, among other things. You advance by adding points via killing or infecting mobs (There should be a points contributed counter on the HUD, the milestones are the same as Evolution Phases), but you cannot advance past the current Evolution Phase number (if you're higher than the phase, it won't get taken away, don't worry). The lightning effect that Adapteds use will occur for you if you advance, along with some dialogue.
- Bloom, along with biomass, is reset to 0 when you die. Points contributed, however, will stay.
- If a Colony is present, death will instead devolve you (subtract 1) and be prevented. You'll need to wait a bit for it to come back.
- You cannot interact (dissolve, upgrade, bind Factories to) with parasites above your level.
- Parasites below your level will follow you around, if you aren't hiding. They can be distracted by something to kill. This can be disabled in the config.
- Stage IV Beckons will automatically upgrade you to Tier 4 (Pures). This is configurable, and the buff is lost when you die.
- Bloom, along with biomass, is reset to 0 when you die. Points contributed, however, will stay.
Optional stat scaling (health, armor, damage) for parasite players, by default applying SRP's global parasite scaling (can be disabled), but player-specific variables are also provided. They can stack, too!
Four new attributes for pack developers, melee and projectile variants for Percentage Damage and Minimum damage.
- srpcotesia.meleePercentageDamage and srpcotesia.projectilePercentageDamage deal a percentage of an attack's damage as True Damage. 0.3 would correspond to 30% of damage added.
- srpcotesia.meleeMinimumDamage and srpcotesia.projectileMinimumDamage deal a flat amount of True Damage.
- The resulting calculation becomes (amount * percentDamage) + minimumDamage
Hunger is disabled for parasite players by default, eating nutritious food grants biomass instead. Biomass is used to heal too, but only if you haven't been hit recently.
The Guandao, a modular parasite-specific weapon type that strengthens nearby allies, reducing damage they take and increasing damage they deal. The weapon is designed to make sure the user is actively fighting alongside their parasites.
- The weapon has long reach and a weak AOE attack. Attacking a mob, or a parasite nearby, will coat the mob in incense, increasing damage dealt via Tag Damage.
- This weapon is composed of a blade and a coating.
- The blade determines defensive effects. It is made from a set few materials.
- The coating determines Tag Damage. It can be made from tool materials you may be more familiar with, like Iron or Diamond. Some even have special effects!
Brew Sacs, throwable splash potion-esque weapons which apply effects and, if certain effects are added, deal damage, as well as the Osmosis to modify them.
- Right click on the Osmosis with a Brew Sac to put it in. From there, right click with a viable reagent and it will begin brewing (you'll see flame particles emanate from it. Don't worry, it can't burn you). Once the reagent disappears, you can take out the brew (or add another reagent, your choice).
- The reagent is shown on top of the Osmosis, with the current stored brew below.
- Reagents will have a special tooltip added to indicate what they do, mentioning the Osmosis.
Guandao-specific enchantments.
Diffusion - Causes the holder's potion effects to be applied to any parasites buffed.
Hive Protection - Analogous to the vanilla Protection enchantment, applies to all parasites buffed. Goes up to level 6 instead of 4, since only one book is needed. Level 6 is identical to having Protection IV on every armor piece.
- Also has an Advanced variant if Rin's So Many Enchantments is installed. Twice as strong, with an extra 3% damage reduction per level on top.
Factory-specific enchantments.
- Fluidity - Factories will produce parasites faster. 10% reduced production time per level, up to 50% at level 5.
- Dense Tissue - Raise Maximum Health for created parasites by 20% per level, up to level 5.
- Flaying - Raise Attack Damage for created parasites by 10% per level, up to level 5.
- Tachysensia - Raise Movement Speed by 15% per level, up to level 4.
- Bulwark - Adds 6 Armor and 3 Armor Toughness per level for created parasites, up to level 5.
- Undying - Treasure enchantment, Causes Factories to drop themselves upon death, rather than being lost forever.
- Cunning - Treasure enchantment, Parasites deal extra Minimum Damage, which pierces most forms of defense. Increases Minimum Damage by 2 per level, up to 10 damage at level 5.
- Virulent, Berzerking, Breaching, and Deviantive - Causes parasites to take on the normally randomized custom variants. Some have special stats, others apply effects, and a minor few are purely cosmetic.
- Virulent is a Treasure enchantment.
- Throwing - Causes the Kyphosis to throw nearby parasites at enemies. The parasites will receive Rage II for 10 seconds.
Masticator-specific enchantments.
- Rarefaction - Reduces the chance to consume a Fetid Canister by 10% per level, up to 50% at level 5.
Several new blocks to mess around with.
- The "Crafting Table" will damage non-parasites that attempt to use it.
- The Hijacked Enchanting Table trades in its randomness for sourcing enchantments from neighboring chunks. Obtained by using an Enchanting Table on a Gnat.
- Enchantments cost both biomass and experience. Lapis is used to increase the enchantment's level.
- Can enchant items that are already enchanted, at an increased XP cost.
- A Bleeding Tome can be placed in the table's tome slot to record enchantments for a set of chunks. Once recorded, any table it is placed in can apply those enchantments!
- The Rotted Bookshelf increases enchanting power by twice the normal amount, and parasites won't infect it. Obtained by trading a Bookshelf with a factory.
- The Gloom Torch mimics a normal torch, except that its shine will not prevent parasite spawns.
- Parasites won't break it as a result. The same applies to any adjacent light sources, Gloom or not.
- This might be problematic for servers, so the effect can be configured/disabled.
- Light sources from this mod need to be at the same y level (or 1 block below) as whatever is spawning. On the ground or in it, although low on the wall is fine as well. This reduces the amount of blocks to check per each spawn attempt.
- There is also a block variant, the Dread Lamp, crafted using a Gloom Torch and Chitin, that emits no particles and a full level 15 light level. Someone said the Jack-o-Lantern was better, so here we are.
- Chitin is made using Hivesteel and Longarms Armor Fragments. Put the Hivesteel in the center, and surround it with 4 fragments. Hivesteel is what happens when the Parasite Biome infects metallic/gemstone blocks, and is from base SRP. Chitin is also tougher than Obsidian!
- The Beckon Harbringer can be used to make a Beckon via Right Click. It works similarly to a Dispatcher Nidus, but it doesn't collect kills on its own; you will have to supply them yourself. It will take 160 biomass to make a Beckon with this block, and there needs to be no others nearby.
- You can do the same thing with a Dispatcher Nidus too, actually.
- The Dendritus is a special block that can augment Dispatchers to allow parasites to phase through walls instead of breaking them. This can be used to protect your base from parasites destroying it.
- You can give it to the Dispatcher directly, or place it below it and Right Click it.
- The Reclamation Table is a special receptacle which can be used to send parasite drops/equipment somewhere else in exchange for Experience.
- Simply drop the items on top of the block, then right click it and spend a mandatory 50 biomass shipping fee, and you'll get experience in return depending on the items sent over.
- The block will only accept 16 individual item stacks at a time.
- The Well Sealer is a non-parasitic block that damages nearby Wells.
- The Lithograph is a non-parasitic block that processes Remnants into Chip Fragments, which are used in crafting. Remnants from 5 different mobs are necessary to create the fragments.
- Salted Blocks are a set of infectious blocks formed when Creeping Salt, an Armageddon mechanic, interact with parasitic blocks. Don't touch them!
- The Saltine is a special Creeping Salt block that serves as the main source of the infection.
- The Clutch is a non-parasitic explosive that destroys Salted Blocks.
- The Bounty is an ambient non-parasitic block (like the Node or Colony Cores) which communicates the identity of known Vagrants (any parasitic player) to Enhanced Mobs within its active range.
- These can be very dangerous if not taken care of. It is hostile to parasites!
- Enhanced Mobs will place these past Ante 4 once they have encountered a Vagrant and are left alone for too long.
- Using an EMF Reader on an Enhanced Mob will allow you to locate it, provided one is active.
- It may be safer to just explore areas you have previously visited.
- Cartilage is a dark, spongey block that can be made in bulk from Hivesoil/Visceral Mud/Hivestone and Altered Tendons. The Parasite Biome will not spread to it, so it can be used to encapsulate certain areas you don't want infected.
- It is somewhat toxic to non-parasites, rarely giving Bleeding to those nearby.
A bunch of mixins to make sure you and the new parasites don't get shanked by your new colleagues
The inability to attack parasites, given you're one of them. You also can't use Carcasses or Lures, but you probably predicted that.
Several new items.
- The Living Pick-Axe can be obtained by trading a Living Axe and 75 biomass with a Tier 3+ Factory. It works on most tool types, and has a 75% chance to degrade armor by 5% each hit. It also harvests most parasite blocks at twice the speed, and Chitin even faster.
- Parasitic blocks do not drain durability.
- The Sentient variant has a 100% chance to degrade armor and is generally stronger across the board.
- The Living Scalpel increases item yield from Factories when salvaging, and can be obtained via trading Infested Soil or Hivesoil along with 10 biomass with a Factory.
- The Ghastly Bandage heals a parasite for 5 health on use. Crafted using a Blood Lotus and Rupter Viscera.
- Dirty Needles are stackable offensive syringes. While they can't be thrown, hitting enemies with them will vastly accelerate COTH infection, breaking it in the process. They can be made from Assimilated Flesh, Rupter Viscera, and Glass.
- Only one is needed to fully infect a viable mob.
- The glass can be replaced with Hivesoil or Infested Soil, which will net more per craft.
- The Scorned Pearl is a special item which can be used in the offhand when using a Carcass. It will lower the Evolution Phase by the central Lure's stage. It requires a Nether Star, four Factory Innards, and four Ender Pearls to craft.
- The Callous Chip is a crafting material created from 9 Chip Fragments. The fragments are created using a Lithograph. Having Callous Chips in your inventory will give you the Yielding effect.
- Remnants are special discs (not of the music variety) which drop from Enhanced Mobs past Ante 5. They are personalized to the mob that drops them.
- The Signal Jammer is an item which disables multiple of the special abilities of any Enhanced Mobs in range when used. It requires a Callous Chip and 4 Iron Ingots.
- The Well Magnet is a special item which teleports the nearest Well to within 100 blocks of the user. It requires, among other things, a Wither Remnant, which drops from an Enhanced Wither.
- The Electroreceptor is a tool which prints the Killcount of a parasite when used on it.
- The Masticator is a flamethrower-esque tool that spews infectious miasmic clouds using Fetid "Canisters", infesting blocks and generating Evolution Points past Phase Four. It is made through trading a Living Core to a Factory, and then giving the resulting item to a Stage I Beckon. The canisters are crafted using Beckon Membranes and High-tier parasite parts.
- It can be upgraded into The Consecrator via a Stage IV Beckon, spreading Parasite Biome blocks (and the biome itself if in range of a Node) instead of Beckon blocks.
- Sneaking causes it to create Beckon blocks instead.
- It can be upgraded into The Consecrator via a Stage IV Beckon, spreading Parasite Biome blocks (and the biome itself if in range of a Node) instead of Beckon blocks.
- The Bleeding Tome is a utility item for use in a Hijacked Enchanting Table. When placed in its designated slot, it will record the enchantments that the table displays. A tome with enchantments recorded will instead allow the table to apply those enchantments.
- It can be reset via any crafting grid.
- The Pact is a useable item which removes all parasites in the world, excluding Nexus versions and a few others. If enough non-player-sourced parasites are removed, a Scent Gland will be formed that references them. An Evolution Cooldown will be set upon usage. The item is crafted from Pristine Matter, a Beckon Harbringer, Noxious Brains, and Beckon Membranes.
- Attacking a mob with the gland will spawn a Scent to unleash the referenced parasites.
- Sneaking while using the item will prevent its consumption, and the creation of the Scent Gland. It also doesn't apply the Evolution Cooldown.
- A Resolute variant can be crafted with the original and a Dispatcher Membrane. This emulates the Sneaking behavior regardless of whether or not you are sneaking; no consumption, Evolution Cooldown, or Scent Gland to its name.
- The Dismissal Wand will remove any parasite it is used on. Only works for Vagrants, or any player in Creative Mode. Crafted from Beckon Membranes and Altered Tendons.
- The Bloodstained Saddle is an item which allows some parasites to be ridden. Control is identical to that of a Horse, minus any bucking behavior, and generally much faster. It is obtained by trading a Saddle with a Factory. The following parasites can be ridden:
- Assimilated/Feral Horse, Pig
- Primitive/Adapted Reeker, Summoner
- Adapted Yelloweye
- Monarch
- Light Bomber
- Overseer
- Wraith
- Bogle
- The Nidus Accumulator records any kills that its bearer (or parasites they created) perform. Once it records 15 kills, it will transform into a Dispatcher Nidus.
- Nature's Mockery is an item that stores any kills that its bearer (or parasites they created) perform. Each kill can be extracted for 3 biomass each, or 5 biomass each if all 10 are collected.
- The Well Divining Rod is a non-parasitic tool that emits sparks in the direction of Wells.
- The Tally Counter is an item that reports the current value of Ante.
- The EMF Reader is an item that tracks the location of Bounties, much like a compass. You need to use it on an Enhanced Mob to bind it, however.
- The Salt Compass is an item that tracks the location of the nearest Graduate Saltine.
- Ruinous Salt is a fragment of a Creeping Salt block, obtained when they are broken. Used for crafting, and harmful in the inventory.
- Frayed Wires are drops of Enhanced Mobs. Used for crafting, and past Ante 5 harmful in the inventory.
- The Vagrant Divining Rod emits red mist in the direction of the nearest Parasite Player (or Vagrant).
- The Putrid Unit and Mortifying Tentacle are two new parasite drops only obtainable via Factory salvaging parasite drops from Feral and Preeminent parasite factories, respectively.
- The Soulless Core is a special Living Core sapped of its lifeforce. If Hermit's Arsenal is installed, it can be used to obtain Living Core variants from that mod. It can be created using a Living Core, Dirty Needle, and a Toxic Lung.
- The Enhancement Wand is a Creative Mode-exclusive item that causes any mob it is used on to become an Enhanced Mob.
- The Blighted Mirror will, while held, reveal the location of any Beckons or Dispatchers close enough to be rendered.
- The Macabre Pearl can be used to force parasites you made to follow you. It can be crafted from Rupter Viscera and an Ender Pearl. The item is not consumed in the process.
- Sneaking while using the item will cause it to teleport all parasites it was used on to the bearer. This has a short cooldown.
- Holding the item shows you parasites that have been marked by it.
- The Faustian Note works similarly to the Trustworthy Note, without the Evolution Phase restriction. Parasite Players can make this by trading either a Book or a Trustworthy Note with a Factory. It also tracks your current amount of points contributed, increasing the amount that other Parasite Player start with!
- Factory Innards are dropped from Factories and Parasite Players when they die. It is advised that Parasite Players destroy this drop if they can, since it may be used against them later. This item won't drop if the death was environmental.
- The Living Pick-Axe can be obtained by trading a Living Axe and 75 biomass with a Tier 3+ Factory. It works on most tool types, and has a 75% chance to degrade armor by 5% each hit. It also harvests most parasite blocks at twice the speed, and Chitin even faster.
Parasitic equipment can be repaired by sneaking near a Primitive or Adapted Summoner. An Overseer can also do this.
- This only applies to the equipment in your main hand. If you want to repair your armor, you'll have to do it one piece at a time.
Factories can be used to create drops for parasites using biomass, since as a member of the Hive you can't kill them.
- Simply right click with a sword, or the Living Scalpel if you want a discount.
- Some parasites have extra drops exclusive to this mechanic:
- Bogle, Haunter, Wraith - Mortifying Tentacle
- Bogle - Bogle Charge
- Stage III/IV Beckon - Pristine Matter
- Any Feral - Putrid Unit
- Assimilated/Feral Enderman - Ender Pearl
- Assimilated/Feral Cow - Leather
- Assimilated/Feral Horse - Leather
- Assimilated/Feral Sheep - Wool and String
- Host and Herd - Bone
Assimilated Ender Dragon breath can be collected in a bottle.
Scrying, a new potion effect which scales Evolution Points gained on kill based on a mob's experience drop. Usually granted with a thrown Brew Sac.
Phasing, a new potion effect which makes parasites phase through walls to reach their target.
Recuperation, a new potion effect which heals once a second, the amount scales with the amplifier. Usually granted by the Latch.
Antibodies, a new potion effect which immunizes against several negative potion effects, provided its amplifier is high enough. Applied by Yelloweye/Wraith nades, or from the Latch. The list is configurable.
Dazed, a negative potion effect which stuns whatever is afflicted, pausing AI in its tracks. Used during this mod's cutscene.
Gravity, a negative potion effect that throws its target onto the ground, dealing substantial damage on impact. The damage dealt does not scale with distance fallen.
Yielding, a negative potion effect that causes percentage-maximum-health true damage to be dealt each time the afflicted takes damage from a living entity. Past a certain amplifier, ANY damage dealt will proc it.
Clotting, a negative potion effect that prevents healing entirely.
Trauma, a negative potion effect that marks a mob for death. If it reaches a high enough amplifier, you WILL die.
A few new commands.
- /setbloom <player(s), optional> - sets the recipients' current Bloom tier to the provided number.
- /biomass <player(s), optional> <set|add|subtract> - modifies the recipients' current biomass count.
- /parasitekills <player(s), optional> <set|add|subtract> - modifies the recipients' current kills contributed.
- /togglenote <player(s), optional> - allows or disallows the Trustworthy Note to appear for the recipients.
- /toggleparasite <player(s), optional> - toggles whether the recipients are parasites.
- /tellstrange <player(s)> - sends a message to the provided player(s) in the style of the cutscene.
- /srpmobcounts <number to display, or "all"> - Shows detailed information on the amounts of each parasite that are in the dimension it is used in, as well as their mob ids. The results are sorted from most frequent to least.
- Running the command with no arguments shows the top 10 most frequent parasites, equivalent to running /srpmobcounts 10.
- /dendritus <list|clear> or /dendritus <add|remove> - Destroys, adds, or prints information about Dendriti (Dendritus, plural).
- /atimer <set|add|subtract> - modifies the Armageddon Timer. Related to the new threat.
- /ante <set|add|subtract|setminimum|calibrate> - modifies Ante. Related to the new threat.
- calibrate will reset Ante to what value it would be at according to the world time. So if you use it at day 55, Ante will be set to 5. This also allows easy application of config changes.
- /srpcwell <get|clear> <dimension id, optional> or /srpcwell <add|remove> <dimension id, optional> - Creates, destroys, or prints information about Wells. Related to the new threat.
- /srpcbounty <list|clear|listtargets|cleartargets> or /srpcbounty <add|remove> or /srpcbounty <addtarget|removetarget> - Destroys, or prints information about Bounties. Related to the new threat. Can also cause them to forget or log specific players.
- /srpcsaltine <list|clear> or /srpcsaltine <add|remove> - Manages Graduate Saltines. Related to the new threat.
- /adapt <parasite(s)> - adds a single adaptation point for the provided damage source
- The parasite can be a player or any other adaptible parasite.
- This command bypasses SRP's adaptation blacklists, so be wary.
Phase Boosters to boost point gain (With a slot for equipping them).
- They can also be configured to boost Global point gain.
A new threat to deal with (HEAVY WIP) that threatens to erase the parasites from existence.
- The Timer (Disabled by default)
- Given enough time passes, something will appear in the sky. If nothing is done to push it back, it will eventually erase the parasites from existence.
- One can fight it by sealing Wells. More methods of doing so are planned.
- Enhanced Mobs, and Ante
- Given enough time, naturally spawning mobs will begin to attack parasites and gain new anti-parasite capabilities. The process by which this becomes stronger over time is called Ante, behaving much like Evolution Phases. It is not announced to the player, however. Ante increases by 1 every 10 days.
- Once Ante reaches 10, around day 100, parasites will start to burn in sunlight. Fire Resistance can push it off, but the effect has a chance to be removed!
- These abilities are gated behind specific Ante values. It is recommended to refer to the ingame guidebook (via Patchouli) to get a rough idea of what will appear when. The milestones are included in a spoiler below.
- Updating from pre-1.2.0 will cause Ante to be out of sync with the world time. Use /ante calibrate to reset it. This can also be used if you changed the time between increases in the config.
- Enhanced Mobs will attempt to seek out nearby parasites. While they cannot discern hiding parasites from afar, getting too close may set them off! They will also employ the use of context clues, such as holding a Factory.
- Once an Enhanced Mob has learned about you, they will never forget. They may even tattle to other Enhanced Mobs nearby!
- Defense - Enhanced Mobs have an auxillary health bar, much like Absorption, which only applies to combat with parasites. This is associated with a Blue hurt color.
- Hyper Armor - If Enhanced Mobs take damage below their Hyper Armor, they will flash Yellow and heal the damage instead!
- Bane - Enhanced Mobs will deal extra damage to parasites.
- Enhanced Mobs will drain adaptations on hit, 2 points for each damage source.
- Enhanced Mobs will spawn Motes to chase down their targets. These will apply Gravity to pull down aerial foes, or teleport the mob to the target. They will eventually start dealing damage on their own too!
- They will Parry any parasites not created by a player, creating an AOE stunning effect.
- They possess a Damage Cap.
- Fire damage doesn't work on them.
- Negative Potion Effects will be resisted.
- They apply Yielding after a certain point.
- They have a chance to deal a Critical Hit, with increased damage, lesser AOE damage, and if Ante is high enough, Clotting and/or Yielding will be applied.
- Past Day 50, they will begin to drop Remnants.
- Given enough time, naturally spawning mobs will begin to attack parasites and gain new anti-parasite capabilities. The process by which this becomes stronger over time is called Ante, behaving much like Evolution Phases. It is not announced to the player, however. Ante increases by 1 every 10 days.
- The Timer (Disabled by default)
Detailed Progression
0 - Day 0+ - Enhanced Mobs appear, unlock Bane and Damage Cap by default.
1 - Day 10+ or Phase 2 - Unlock Speed, Parrying, and Defense
2 - Day 20+ or Phase 3 - Enhanced Mobs unlock Motes and Critical Hits
3 - Day 30+ or Phase 4 - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling. Sleeping no longer generates Evolution Points.
4 - Day 40+ or Phase 5 - Enhanced Mobs unlock Bounties, and Bounty Intervention. Passive Mobs can now be Enhanced,
5 - Day 50+ or Phase 6 - Remnants now drop - Enhanced Mobs unlock Yielding. Bane and Defense multiplied by 1.5x
6 - Day 60+ or Phase 7 - Motes now deal Yielding minimum damage on hit (They deal no damage prior), Mote count is increased to 2
7 - Day 70+ - Critical chance is increased to 75%, Critical Hits apply Clotting
8 - Day 80+ - Motes deal regular damage alongside Yielding damage (no longer boss exclusive)
9 - Day 90+ - All attacks are critical hits, Defense multiplied by 1.5x
10 - Day 100+ - Nothing
Wells
- Wells will begin appearing every 20 days after day 50. They will spawn randomly in a 10,000 block radius around the origin, or x=0, z=0.
- Wells will subtract Evolution Points from all dimensions each day they are active. Their subtraction scales with the Evolution Phase.
- This can be prevented by finding each one as it appears using the Well Divining Rod, and destroying them with Well Sealers.
- If the timer is enabled, sealing a Well will push it back by a few days, buying valuable time.
Creeping Salt - Only active past Phase 3
- Creeping Salt is a special infectious material that assimilates any parasitic blocks it touches, devouring Evolution Points in the process.
- The infestation is propogated by Saltines, salt chunks that are placed at a chance whenever Nexus parasites, or rarely, any adaptible parasite is killed by an Enhanced Mob.
- When a Saltine is left alone long enough, it will graduate and intensify the spreading greatly. This can even subsume the Parasite Biome if left to its own devices!
- If the Parasite Biome is subsumed, the Salted Plains biome will be left in its place, rendering the area uninhabitable for parasites.
A rework to the COTH effect, vulnerable mobs must be damaged to a particular threshold (configurable) before they can be turned, with an accompanying sound cue.
- You will be rewarded for successfully infecting a mob with 6 Evolution Points once they reach the required amplifier, which will take around 2 minutes once their resistance is broken. This emulates standard COTH behavior, and has a sound cue akin to a screech.
- It will be a good idea to mind how much damage you are dealing. Deal too much, and they'll turn into an Incomplete Form and award no points.
- TL:DR, reduce them to 50% health, but not below 30%, then wait two minutes for them to start emitting sparkling particles. You will hear a screech when this happens.
A "robust" set of two config files, since balancing is hard. They also provide some information on this mod's mechanics, although it isn't as informative as I'd like.
Minor Lycanite's Mobs and Epic Siege compatibility, SRP's configs can give them target tasks now.
Dissolution/Requiem will allow you to possess some parasites, specifically human-sourced ones. Non-parasitic mobs will either reject you entirely or be assimilated on possession.
- Possessing an Assimilated Adventurer or Thrall will restore your body.
Probably bugs.
Known Issues:
- Incompatible with BetterPortals, VanillaFix, and the Forge version of Phosphor. This is due to their extremely old mixins.
- Incompatible with Thicc Entities. Use Entifier instead, it is just the same mod with the crash removed (same internal mod id and everything).
- Incompatible with Better Foliage and in some cases Surge. They prevent Mixinbooter from loading its version of mixin. If the mod complains that Mixinbooter isn't installed when it clearly is, this is usually why.
- The Surge issue appears to only occur when Essential is installed. Removing Surge should allow you to play as normal, presumeably.
- Obfuscate and Real First Person 2 are incompatible with each other, and while this mod does aim to have compatibility for both, that does not apply to the case where both are installed. Things might break!
- This mod's desaturation shader may conflict with Optifine if Fast Render, Anisotropic Filtering or Antialiasing are enabled, causing a black screen.
- Versions of the mod prior to 1.0.10 are prone to incompatibilities with the following mods:
Essential (Up to 1.0.9)
- Mixinbooter, and by proxy the Cleanroom Loader (This one's a fun one)
- Electrobob's Wizardry (merely visual, disable Spell Animations if you are desperate enough to use older versions of Cotesia, fixed in 1.0.4)
- Optifine (Fixed in 1.0.7, presumeably)
- Ironically enough, some of these older versions are compatible with Better Portals and Phosphor, but that came with its own set of issues.
- The mod is held together with duct tape and prayers
Plans:
- Fixing any bugs you guys tell me about, or clarifying obscure stuff. Things are a little different on Modrinth so I don't know if there is a dedicated issues page. I'll probably make an empty Gitlab repo or something.
- A distant inferno burns everlasting...
If you get a crash with this mod and SRP installed, and there's reason to believe it may be SRP's fault, please complain to me first and not the devs of that mod, as this mod makes some changes to SRP behind-the-scenes that might break functionality (the mixins I mentioned earlier).
ESPECIALLY if the issue involves NoClassDefFound. That is a smoking gun.
Try to reproduce it without this mod first.
Seriously. If I hear that one of you annoyed them, I'll put a nidus in your attic.
Happy Hunting!
Credits
- Dhanantry and the others for Scape and Run: Parasites.
- CreativeMD and the other devs of EnhancedVisuals for allowing me to use some greyscaling code
- The Blockbench gradient tool for the textures
- ExistingEevee for some of the JEI textures
- The SRP community saying the mod was passable.
- I wouldn't be here without you lot and your frankly worrying response to seeing a non-MCreator addon
- Let's be real I would be
- I wouldn't be here without you lot and your frankly worrying response to seeing a non-MCreator addon
- Pecora for proving that the mod really was held together with duct tape and prayers (and moral support). I am sorry.
Ченджлог
1.3.4h1Бета1.12.2 · 8 июня 2025 г.
darn
Changes
- Fixed a NullPointerException crash when a fireball with no owner detonates
1.3.4Бета1.12.2 · 8 июня 2025 г.
ironically, i am at my most burnt out when I have the most time to work on the mod.
Changes
Fixed a bug where the stored chestplate would be lost on death if keepInventory was enabled in the current world
Fixed a bug where using the Consecrator on Bloody Ice would generate infection points for free
- This is presumeably an SRP bug that wormed its way over
Fixed a bug where the Undying enchantment would cause massive amounts of lag due to client item spawning
Leer can no longer be used on armor stands, no fun allowed
Remodeled/retextured the Vagrant, at the moment only Tier 0 is finished.
- As time goes by, I will add each tier individually
- The goal is for them to all look very different by the end
- Ironically, this update actually reduced the tier variance, they all look the same now! Nothing I can do for now besides continue working.
- Then again, the original model barely changed anyway, not much was lost here
Since the remodel is a WIP, an option is provided in the client settings to use the old one.
New Item: Ghastly Bandage
- Intended for the early game, crafted from Rupter Viscera and a Blood Lotus
- Heals a parasite for 5 HP on use. Also works on other vagrants!
The /toggleparasite command now supports forcing the target into the hidden state when used via the shouldConceal optional argument.
- This only works if you are using the command with a name provided (or %s to refer to yourself)
Fixed the /toggleparasite command not giving back the player's stored chestplate, provided one exists
The /dendritus command now works similarly to the /srpcbounty command, allowing removal and placement.
Replaced /setbiomass with /biomass <set|add|subtract>, also works as /biomass <player(s)> <set|add|subtract> for bulk operations.
Replaced /setkills with /parasitekills <set|add|subtract>, also works as /parasitekills <player(s)> <set|add|subtract> for bulk operations.
Config Changes
- Parasite Player Old Model - Whether Parasite Players use the old model as opposed to the new one introduced in 1.3.4.
1.3.3Бета1.12.2 · 18 мая 2025 г.
Changes
Fixed the Hijacked Enchanting Table causing the Evolution Phase to reset on the client, where it shouldn't be accessed anyway
Fixed the Trustworthy Note setting attributes on the client side
Fixed a conflict with SRPMixins causing beckons to not award points for infection
Fixed setting Ante Ticks to 0 failing catastrophically, should also fix a similar bug for Wells
Chestplates are now placed in a hidden slot instead of directly given to the player when you unhide.
- The slot is accessible in the Malleability Menu, if you wish to remove the chestplate by hand after the fact.
- The chestplate is automatically reequipped whenever you hide again.
Niduses are now only turned into Evolution Points if the player is sneaking
- Also added all of the messaging for the Beckon Harbringer to the Dispatcher Nidus, given the similar functionality.
The Beckon Harbringer now does a chunk count check like the Dispatcher Nidus, rather than simply checking in a 100 block radius.
Refactored this mod's interfacing with SRP data (adding evolution points, querying the phase, etc) to include context.
Added (sort of) support for SRPMixins' Player/Chunk Phases
- This is why I made the preceding change
- There will probably be a few more strange bugs with this mod, but for now it should be "compatible"
- For instance, Wells and the like are a wildcard in that department.
Also changed like 2 mixins to not be redirects anymore, good riddance
SRPMixins's dimensional parasite scaling now applies to Parasite Players
SRP's knockback resistance scaling now applies to Parasite Players
Fixed a few duplicate UUIDs for the attributes
Stat scaling configuration can now be modified in game
The Leer ability now registers near misses as hits, you get 1.5 blocks of leeway
Changed the internal logic of the Leer ability to hopefully reduce the no willing parasites misfires
The Masticator and Consecrator no longer spend Fetid Canisters when the player is in creative mode
Added a config entry to modify the range which Factories can spawn parasites on their targets.
- Defaults to 6.
- Setting it to 0 disables the feature.
Config Changes
Logging Settings - Log Client Data Access - Whether to log whenever this mod gets srp data on the client when it shouldn't Should be good for checking for phase reset bugs
Stat Scaling - Knockback Resistance Scale - The amount to scale the player's knockback resistance by.
Mod Compatibility - SRPMixins Scaling - Applies SRPMixins's dimension-based stat scaling to Parasite Players.
Factory Behavior - Target Teleport Range - The range, in blocks, in which a factory can spawn its bound parasite right on top of its target.
Bloom Settings - Leer Raycast Width - The amount of blocks of leeway you get with the ray trace
1.3.2Бета1.12.2 · 4 мая 2025 г.
small
Changes
Fixed Saltines not doing the check to make sure salt blocks are nearby before graduating
- This is just embarassing
Fixed the Hijacked Enchanting Table causing a rendering crash in some cases
The "Enchantment Tailoring" setting should no longer cause all chunks to reroll when enabled vs disabled.
- Enchantments are now only rerolled if the target item cannot receive them.
- The setting is still disabled by default, though.
Added an option for all Hijacked parasites to no longer have biomass interactions.
- This removes the need to explicitly add them to the related blacklists.
- Should support other addon parasites out of the box, provided they extend EntityPHijacked.
As a result of the above change, SRP's existing Hijackeds have been removed from said blacklists.
- There shouldn't be any gameplay change as a result of this.
Vanilla SRP's Hijackeds have had their biomass costs increased slightly.
- They do actually have some meat on their bones.
Saltines can now only be placed on saltable blocks.
- They need proper motivation
Holding SHIFT will display the descriptions of enchantments in the Hijacked Enchanting Table.
New Enchantment: Bulwark
- causes Factories to produce parasites with +6 armor and +3 armor toughness per level, up to level 5.
Added in the missing guidebook entries for the Hijacked Enchanting Table, Rotted Bookshelf, Bleeding Tome, and Diffusion enchantment.
Rewrote a few of the guidebook options. Still have a lot to do, but at least it's progress.
- None of the important ones changed, I'm not that productive
Added an event that is fired after this mod's config is written to/pulled from disk.
- Since I used Forge's built in Config GUI, there was no event that was fired in between loading and setting up secondary variables.
- Now, though, a SRPCConfigChangedEvent.Post is fired.
- This can be used to make runtime-exclusive modifications, like how a preinit hook into SRP's configs would function.
- There's also a Pre version as well.
- None of these events use any of Cotesia Glomerata's classes. Make of that what you will.
- This is probably useless information for those of you who aren't specifically looking for it.
== And now, for the big ones:
Ante now progresses in increments of 20 days, rather than 10.
- Realistically speaking, making this longer only serves to help those who were having trouble
- The Reaction System handles faster progression much better than a short fuse anyway
Yielding now requires an active Bounty in order to be applied.
- Over time, I've realized that the current iteration of this effect disincentivizes using stronger parasites over nimbler ones.
- For packs where gear is plentiful, it may not be as impactful.
- Now, the effect is a punishment rather than a foregone conclusion.
Reduced the Gravity potion effect's base damage to 2.5, from 10.
Reduced the Maximum speed amplifier for Enhanced Mobs from 7 to 3.
Increased the delay between Critical Hits for Enhanced Mobs
Fixed disabling Yielding causing a NullPointerException
Fully removed Burning in Sunlight and related options.
Config Changes
== Main
Biomass Settings - Hijacked No Biomass Interactions - Whether all hijacked parasites are prevented from having biomass interactions (Ex. being created via a Factory).
Potion Settings - Gravity - Gravity Damage - Reduced to 2.5, from 10
Enchantment Settings - New Category: Bulwark
== Armageddon
Creeping Salt - Saltines Need Saltable Blocks - Whether saltines need a parasitic block below them in order to be placed.
Ante - Enhanced Mobs: Maximum Speed Amplifier - Reduced to 3, from 7
Ante - Ante Ticks - Increased to 480000, from 240000
Ante - Burning In Sunlight Options - removed.
Enhanced Mobs - Critical Hit Delay - Increased to 60, from 30
Enhanced Mobs - Yielding Bounty Requirement - Whether an Enhanced Mob needs an active Bounty in order to apply the Yielding effect.
1.3.1Бета1.12.2 · 29 апреля 2025 г.
A few loose ends
Changes:
Fixed the Sentient/Living Pick-axe not mining Chitin stairs and slabs quickly.
Fixed dying causing factory-spawned parasites to temporarily forget you
Updated Chinese Translation (Lupus_with_Dusk)
Fixed Well movement not working. They were stuck in the dimensions they were in.
Fixed dimension availability check for fixing Wells erroneously checking the well counts in each dimension
Removed the Death Point Loss multiplier from Enhanced Mobs.
- Its impact was relegated to the early game and it was ineffective anywhere else.
Added a flat multiplier for the XP from the Reclamation Table. It is set to 3x by default.
New Block: Hijacked Enchantment Table
Functions as a more deterministic chunk-based Enchantment Table.
- The goal was add an analogue for enchantments from Villager trading. It isn't a 1 to 1 comparison, though.
Each enchantment is sourced from the chunks in a 3x3 grid around the table (centered on the chunk the table is in)
- The randomness here is akin to that of Slime Chunks: random until you've seen it.
- (Internally, this and Slime Chunks do similar calculations)
- North is up in the table UI.
- The randomness here is akin to that of Slime Chunks: random until you've seen it.
Lapis will increase the level of the applied enchantment. Ex. you need 4 lapis for Protection IV.
- This will also increase the cost.
Item Enchantability and Enchanting Power (bookshelves) will reduce the cost by at most 30% and 30%, respectively.
- These stack additively! You can theoretically get at most a 60% discount. That's with gold tools, though.
By default, enchantments are not tailored for the item in the table's slot.
- This can be changed in the config, however, to only allow enchantments for that item type.
- This causes every chunk to have a (possibly different) enchantment for every item type.
Enchanting costs both levels and biomass, the cost is displayed on the buttons for enchanting.
- The levels are display sugar, internally raw experience points are used
The table can enchant items that have already been enchanted, XP cost is increased per existing enchantment.
New Item: Bleeding Tome
- Has a designated slot in the Hijacked Enchantment Table
- Records the enchantments for the chunks the table is used in, allowing you to access them from any table at any location
New Block: Rotted Bookshelf
- Twice the enchanting power, immune to the biome.
- Created by giving a Bookshelf to a Factory.
1.3.0Бета1.12.2 · 21 марта 2025 г.
TO SALT THE EARTH
This changelog may be incomplete. Apologies.
Changes
Configs have been moved to the srpcotesia directory in the config folder.
- I made sure to keep the names the same for your convenience.
Configuration files will now uphold versioning.
If an old config file is detected, it will be OVERRIDDEN with the new defaults.
The original file won't be lost! It will instead be copied and placed as a backup file in the same directory.
- Only one backup file can exist per config file, however.
This is meant to smooth over major changes as updates progress. I probably won't be increasing config versions unless the file changes significantly.
If you are not keen on data loss, you can instead change the VERSION property in your file of choice to the new value.
Wrangling Forge's Config API was an interesting experience, to say the least.
This can be disabled, of course, with the "Version Checking Enabled" entry in srpcotesia.cfg.
== The new "API" does not do anything to files from before this update. This is a limitation, but it also makes for an easier adjustment.
= Despawning System
Factory-Spawned parasites can now despawn.
- They will no longer be marked as persistent, although any existing parasites in your world from before the update will still be persistent.
- The behavior has been tweaked, however. Instead, 4 other parasites from the same owner must be found that fulfill the specified criteria:
- Only parasites with an equivalent or higher tier will be counted.
- Parasites marked with the Macabre Pearl will only count other marked parasites.
- The Assimilated Ender Dragon will be considered Tier 5 if it is not already higher.
- Nexus-tier Parasites will only consider other nexus-tiers. Granted they can only despawn in a parasite biome but still
- The Dendritus prevents its Dispatcher from being culled this way.
- Saddled parasites are prevented from despawning as long as they have a saddle equipped.
- Only parasites with an equivalent or higher tier will be counted.
- If the above succeeds, the parasite will be despawned. This is only calculated when the parasite is about to despawn via normal behavior.
- A pass also causes the next few calls to pass automatically, to avoid excessive loops.
New Weapon: Parasitic Guandao
The easiest comparison would probably be a Glaive, but the blade has a hook on the back to catch an opponent's weapon (it doesn't actually do that in game, that'd be silly). It also emits Incense, like a Censer.
The Incense decreases damage taken by parasites in an area. The strength of this depends on the Blade material.
- The reduction is much higher if two conditions are met:
- The attacker has been struck with the weapon (there are particles to indicate this)
- You are holding the weapon, instead of it being in the hotbar.
- The reduction is much higher if two conditions are met:
This rendition is crafted with two variable components: the Blade and the Coating.
- Think of the blade as what it's made out of, like a Diamond Axe. The harder it is to get its material, the better it is. Simple.
- The Coating is relegated to mostly vanilla materials. Iron and Diamond are good examples.
If you're confused on how it works, just pick the materials with the highest numbers on them that you can find, that ought to work!
This weapon is analogous to Terraria's Whips.
- Deals much less base damage than what you may be used to, at least on tier. It is not meant to be used on its own.
- Deals AOE magic damage on hit, although the AOE more akin to a sword sweep, and not centered on the mob hit.
- Consider it a large sword sweep. Does NOT benefit from most damage enhancements.
- The AOE damage counts as "incensing" the mobs hit, causing Tag Damage to take effect.
- The sweep will ignore mobs that are not of the same species as the mob you struck, unless they are targeting a parasite.
- Players are an exception, they are targeted regardless.
- Hitting a parasite with the weapon will apply this to all nearby non-parasites, minus any AOE damage. It won't deal any damage to the parasite, of course.
- This weapon has 8 blocks of range. If SRP's weapon packets are disabled, this mod will use vanilla's reach attribute for compatibility.
- Otherwise, a custom hit packet is used, like base SRP. This will actively attempt to bypass hitting parasites, although the AOE should handle cases where that isn't present.
- Any mob hit with a Guandao will take increased damage from parasites depending on the Coating's Tag Damage.
- The material used to coat the blade determines both the Tag Damage and any special material-specific on-hit effects.
- Tag Damage is reduced depending on the speed at which the parasite is attacking. It is also roughly halved for indirect damage.
- The Blade material determines the aforementioned cap, as well as the buff intensity and damage of the weapon itself.
Certain Enchantments can increase tag damage. These are generally standard damaging enchantments, nothing that takes into account effects a mob may have.
- For instance, Sharpness (as well as any similar-enough derivatives, like Smite) will provide bonuses to tag damage as if it was regular damage.
- I really cannot provide a reliable list here, it really depends on how the enchantment is coded. Most probably won't work.
In short, better materials = more damage reduction and more parasite damage.
You do not need to hold the weapon to provide the defensive buffs, just have it in your hotbar. The buff is weakened if you don't hold it, however.
- In order for parasites to deal more damage, however, you'll need to be holding it.
Parasite Players receive no bonuses from this weapon themselves, only other parasites.
The handle: Mirewood Pole
- Mirewood Sticks can be created via trading a Stick, costing 1 biomass each.
- When combined with Rupter Viscera, a Mirewood Pole can be crafted. This is used as the handle.
You will need a Blood Lotus to craft this weapon.
- Trading a (1 block tall) flower with a Factory will net you one. 1 biomass is needed.
- They can be duplicated with Bone Meal, but can only be planted on Dirt and parasitic soil (Hivesoil, Infested Soil, Visceral Mud, etc)
- Normally, a Lotus is meant to grow in water. This one didn't get the memo. Poor thing
Blade Materials: Sparse Chitin, Marrow Chunk, Malformed Bone, Reformed Bone, Vigilant Bone
- Each one corresponds to a parasite tier.
- Sparse Chitin is a rare drop from salvaging with a Rupter Factory, but can also be made by trading Leather.
- The Marrow Chunk can be obtained by salvaging with any Incomplete Form Factory.
- The Malformed Bone is crafted from Marrow Chunks and Altered Tendons.
- The Reformed Bone is an upgrade to the Malformed Bone created similarly to the Living Pick-axe, 60 biomass is required.
- The Vigilant Bone is crafted using a Reformed Bone and two Vigilante Kneecaps, the former of which is from a Vigilante Factory. This has no tag damage cap.
Vanilla Coatings: Flint, Iron, Gold, Diamond, Hivesteel, Quartz, Prismarine
- Quartz deals 2x tag damage in the nether, prismarine deals 2x tag damage to enemies in water or rain.
Ice and Fire Coatings: Dragonbone, Iced Dragonbone, (If RLCraft's fork of InF is installed) Shocked Dragonbone (Fire is not here for obvious reasons)
- The Dragonbone variant coatings cause parasite attacks to inherit the dragon blood properites, so they will freeze/shock enemies that are hit.
- The Chain Lightning will deliberately avoid hitting parasites if possible. It will also ignore other parasite players.
Ores Above Diamonds Coatings: Amethyst, Black Opal
Factories and the Latch can no longer despawn under any circumstances.
Player-spawned Rupters will throw themselves at their enemies without a second thought...
- ...Unless their creator is more than 40 blocks away, or just not present. Then common sense will kick in.
Parasite player following AI has been tweaked.
- If the parasite is following another parasite with a lower tier than a player, they will prioritize the player instead.
- If the parasite can, they will always follow the player that created them.
- This bypasses the requirement that the player has the required bloom tier.
- It also takes precedence even over other parasites of higher tier.
Fixed the Macabre Pearl's teleportation logic incorrectly checking for collision at the parasite's location, rather than the player.
The Macabre Pearl now prevents parasites from being passively absorbed by Factories. Parasites that have been nametagged are also ignored.
The above parasites also now produce death messages when they die, like tamed mobs.
Assimilated/Feral Endermen can no longer teleport any of the following:
- Saddled parasites
- If they were not made by a player, any player-made parasite is off limits.
- Any parasites that were created by a different player.
- Any parasites that are marked with the Macabre pearl, provided they are not also marked.
Parasite players don't feel nauseous from eating human flesh (Dissolution/Requiem)
- They've done worse. Those villagers had it coming
Fire now drains biomass 3x slower than it did before.
Attacking a parasite will put them out if they are on fire. You obviously need to be a parasite to do this, of course, and it won't deal any damage.
Assimilated Humans and Villagers will now keep their factory-spawned status when they become Hosts.
Factory-spawned parasites will no longer phase through walls towards a target if their creator cannot see said target.
- If the creator isn't present, they'll act as normal.
New Item: Nature's Mockery
- Accumulates kills similarly to the Nidus Accumulator.
- When it reaches 10 (and when the item is used after (or before) the fact) the stored kills will be converted to 5 biomass each.
- Using the item when it has less than 10 kills will only give 3 biomass per kill rather than 5.
- If the player does not have enough space for the biomass, only the maximum amount they can handle will be extracted.
- The item will be damaged each time it is used, and has 10 uses. It can be repaired either via Mending or a Summoner.
New Ability: Leer
- Unlocked at Tier 0. That means you have it at the start.
- On use, does one of two things:
- If the player is facing an entity (50 block range), that entity will be immediately targeted by all parasites within 70 blocks of the player, provided they can see the player.
- Otherwise, all nearby parasites will attempt to path to the position the player is facing. This can be up to 50 blocks away, with the same 70 block inclusion range.
- If any of the above occurs, following AI for these parasites will be paused for 30 ticks, or a second and a half.
Orb is replaced with Spawn Succor at Tier 5.
- Succors will travel in a straight(?) line to around 25 blocks in front of the user.
- Any blocks they break should drop as items. The Succor inherits the fortune level of its maker on creation.
- Phasing, of course, prevents this.
- If the player is sneaking when detonating the Succor, they will be teleported to it.
- If there aren't any solid blocks for 20 blocks beneath the succor, the player will not be able to teleport. This is here to hopefully prevent people teleporting themselves into the void.
- A succor cannot be spawned if an orb, either from the player or another succor, is already active.
- Using the ability while an existing Succor is active will cause it to instantly detonate.
Parasite Players can now use Lures to pause point loss on death for all parasites.
- This incurs a points contributed cost. The amount of time the pause lasts and the cost depend on the level of lure used.
Fixed Incomplete Forms not carrying over the player that created them if COTH infection fails.
Relaxed the Living Scythe/Maul mixins to fix a crash with RLMixins
Parasites should now inherit any looting effects the player may have.
The Clotting potion effect now only prevents healing at a 25% chance per amplifier.
- Enhanced Mobs will now attempt to apply Clotting II if the target already has Clotting I.
- Salt now applies Clotting II by default.
Holding LSHIFT while an item tooltip is cycling through factories that can produce that item will stop it from cycling.
Partial Chinese Translation (zh_cn.lang) by Lupus_with_Dusk
The XXXX Unlocked messages now have a brief explanation of the ability's functionality.
Overseers can now perform item repair, like Summoners.
- As for justification, I assumed that them being the only Pure that can make Biomass entities a reasonable enough reason.
- If you're still on the fence, just pretend the player is doing the repairing or whatever
- As for justification, I assumed that them being the only Pure that can make Biomass entities a reasonable enough reason.
The Masticator now directly states that a Parasite Biome is required to upgrade it to The Consecrator.
The Masticator/Consecrator's point output now scale multiplicatively with the current Evolution Phase. It is 3x per extra phase.
Fixed the Dendritus's minimum distance incorrectly adding more range than necessary
The Electroreceptor is no longer used to find bounties. Instead, the EMF Reader is used instead.
- The EMF Reader functions as a much weaker analogue to a compass. You'll need to right click on an Enhanced Mob to actually pick up a signal.
- Once the bounty is found, however, the item will record its location internally.
- When facing the general direction of the Bounty, it will light up. Following this direction should lead you to the Bounty itself.
Crafttweaker can now access the Points Contributed of a Parasite Player through their IPlayer instance.
- This is done with the parasiteKillC field.
- This is the full list of fields, both existing and the new one:
- isParasite
- corpseBloom
- parasiteKillC
- parasiteBiomass
- parasiteMaxBiomass
Threat-related items have been moved to a separate Creative Mode gui tab. The icon is greyed out.
Fixed The Pact (Resolute) not being useable on parasites.
Fixed a bug in the killcount calculation causing Bloom 9 and 10 to be unreachable.
As a consequence of this fix, if "Require Evolution Phase for Upgrade" is disabled, any entries added to the list will constitute new bloom values past 10.
This technically allows for as high of a max bloom as you wish, provided there are enough entries to give each value a milestone.
if "Require Evolution Phase for Upgrade" is enabled, extra values will do nothing as per usual.
This quirk literally does not affect most people at all. If you aren't a pack dev just ignore it and accept the bugfix
Fixed a bug where Phase Boosters would be duplicated on death.
Parasite Players can now climb walls at the very beginning, provided they are not hiding.
- I have gone through trials and tribulations to allow for climbing to negate fall damage.
- Apparently collidedHorizontally is always false on the server for players. That means a custom collision check is needed.
- You can also Leap while climbing a wall! That means wall jumping!
- I doubt it'll be of much use, but still!
- I have gone through trials and tribulations to allow for climbing to negate fall damage.
The list of parasites that the Bloodstained Saddle can make rideable is now config-driven.
- I cannot vouch for any additions to this list not looking strange. That is on you.
- I was going to add the Haunter and Colony Carrier to the rideable list, but they have clipping issues, sadly.
- Also added Primitive/Adapted Reeker, Summoner, Adapted Yelloweye, Overseer, Light Bomber, Wraith, and Bogle to the list.
- That also means Flying Parasites are now supported! Hold Space (Jump Key) to ascend, hold X (Mount Descend Key) to descend, hold both to stop all vertical movement entirely (good for managing momentum).
- Factories, as well as any other Deterrent/Nexus version, are internally blacklisted. They won't work even if they are in the list.
- I cannot vouch for any additions to this list not looking strange. That is on you.
Parasites that are saddled or under the effects of the Latch will no longer use Dispatcher Tentacles or Succors to teleport, if applicable.
The Dendritus and the Phasing effect now fully prevent the breaking of light sources and circuit blocks in range/while active. This is toggleable.
==== Enhanced Mob and Ante changes
Dimensions and/or mobs can now have their enhancement chances reduced/increased with a config-driven multiplier.
- As a result of this change, The End has had its enhancement chance reduced by a factor of (around) 3, or a 0.3 multiplier.
Fixed Critical AOE failing if even a single entity did not meet the requirements.
Fixed Critical AOE having more range than indicated by the config variable.
- This actually ended up reducing the range by roughly half a block.
The Latch is now immune to the Critical AOE effect. It is not, however, immune to getting hit directly.
Enhanced Mobs now deduct 3x more points when killing a parasite than usual.
Enhanced Mobs can no longer spawn in the Parasite Biome, provided they are within a Node's spread range.
Fixed the Living and Sentient Maul bypassing Defense.
Tweaked post-Phase 10 spawning behavior to reduce the amount of Enhanced Mobs present
Ante stat multipliers have been changed.
- Ante 2 has had its multipliers completely removed.
- Ante 5 and 9 are now 1.5 for Defense, rather than 2x. 9 has had its Bane multiplier removed.
Hyper Armor no longer directly reduces damage taken by its value.
- It will still convert attacks below its value to healing, but it will do nothing if the damage exceeds it.
Enhanced Mobs now have a Damage Cap.
- This effectively serves as a similar minimum hits threshold to that of the parasites' damage cap, but it's a little bit stricter.
- The following explanation is more of a metaphor. The actual calculation is very simple
- The mob's total health (including defense if applicable) is divided into (damage cap) equal parts.
- Damage dealt can at most reduce the mob's health to the next lowest part from the one the mob's current health is in. This next part will only have at most 1% diminished.
- The cap is reduced by 1 whenever it is exceeded. This means stronger hits aren't entirely useless, and in fact can be more effective if done rapidly enough.
- The damage cap is calculated AFTER Hyper Armor. This means that the resulting damage may be below the hyper armor threshold without actually causing any healing. Best to take what you can get.
- If the cap is exceeded, the Enhanced Mob will be Jammed for a half second. This may prevent a crit from triggering!
The Damage Cap is tripled for bosses. This is configurable.
The Damage Cap does not increase with Ante, but it can be configured to.
- This is because I didn't want to overincentivise parasites that attack faster than others.
All three major stats has been reduced by around half (Bane has been roughly reduced by a factor of six), and the base spawning chance has been quadrupled.
- The goal was to create a more prevalent presence, and to do that they needed to be much weaker.
Enhanced Mob Contact Damage and the Daybroken Ante milestone have been disabled.
- The latter will likely change completely, in its current state it just discourages gameplay.
- Contact Damage might come back with a nerf in the future.
Ante will increase whenever the phase goes past certain milestones. This is called a Reaction. You will see "Too fast. Too soon."
- For instance, when the Phase is 3, Ante will increase to 2 within a few minutes, provided it isn't already 2.
- Here are the current Reactions:
- 2 -> 1
- 3 -> 2
- 4 -> 3
- 5 -> 4
- 6 -> 5
- 7 -> 6
- 8 -> 7
- If a reaction occurs, the next Ante increase will be cancelled to smooth out the transition a bit.
Critical Hits have been moved down to Ante 3, from Ante 4.
There can now only be a max of 30 motes in the world.
Motes now only apply Gravity if the following conditions apply:
- The target is above them. Wouldn't really make much sense to do that otherwise
- the target is within 5 blocks horizontally of their target. This does not factor vertical distance.
- The Enhanced Mob must be standing on the ground.
Reduced damage from Gravity from 20 to 10, and its velocity per tick from 0.5 to 0.25.
Gravity no longer deals True Damage if the target is on fire, instead the damage will be 4x greater and all adaptations will be reduced by 2.
An Enhanced Mob can now only crit every 30 ticks.
The Signal Jammer's effects now last a full ingame day.
Passive Mobs will no longer be enhanced until Ante 4.
Bounties now increase the Enhanced Mob spawning chance by 20%.
Bounties can no longer be placed by Endermen and, if Lycanites Mobs is installed, Grues.
- This is due to their teleportation behavior hindering the main way you are supposed to locate bounties.
- I suppose this is what I get for parroting that over and over.
- Granted, Grues are far less of an issue since they fly and tend to teleport to their targets anyway, but still.
- This is due to their teleportation behavior hindering the main way you are supposed to locate bounties.
Bounties now need Enhanced Mobs to get close to the player to be placed.
- Physical damage counts. Either the player must attack the mob directly, or the other way around.
- Attacks via projectiles or other parasites do not count.
- Otherwise, the mob just needs to get within 5 blocks.
- Physical damage counts. Either the player must attack the mob directly, or the other way around.
Enhanced Mobs that have noclip cannot place bounties. For an example, consider the Vex.
- They can, however, still tattle to other Enhanced Mobs! Granted, you'd need to get close to those for that to matter much anyway.
Enhanced Mobs will now be present at Ante 0. They will lack most of their abilities, however.
Yielding now only deals 2.5% of maximum health per amplifier. The chance to increase said amplifier is now slightly lower,
Enhanced Mobs will now receive Fire Resistance instead of being immune to fire damage, and only when they are targetting a parasite.
New Item: Tally Counter
- Can be used to get the current Ante value. Ante is now also mentioned by name in the guidebook.
- I figured something like this was necessary given the new Reaction system would make using the current day counter not feasible.
- I briefly considered using actual tally marks, but those take up too much space and may be hard to read for some.
New Item: Frayed Wires
- Occasionally drops (50% chance) from Enhanced Mobs regardless of Ante. Serves as a common crafting component. Still toxic to have in the inventory.
- Used, as of now, to make the Tally Counter and EMF Reader. They can also be traded for 5 evolution points.
Well Sealer recipe outputs have been doubled.
Bounties can no longer be placed if the block below them is passable. This generally means no floating bounties.
Removed some lines of text from the Threat-related items. In retrospect, they were a bit of a mischaracterisation.
With that, the new list should be as follows:
Disclaimer: The schedule will be thrown off if a Reaction occurs. If one does occur, these milestones will occur earlier than expected. A Tally Counter should be used to keep track.
0 - Day 0+ - Enhanced Mobs appear, unlock Bane and Damage Cap by default.
1 - Day 10+ or Phase 2 - Unlock Speed, Parrying, and Defense
2 - Day 20+ or Phase 3 - Enhanced Mobs unlock Motes and Critical Hits
3 - Day 30+ or Phase 4 - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling. Sleeping no longer generates Evolution Points.
4 - Day 40+ or Phase 5 - Enhanced Mobs unlock Bounties, and Bounty Intervention. Passive Mobs can now be Enhanced,
5 - Day 50+ or Phase 6 - Remnants now drop - Enhanced Mobs unlock Yielding. Bane and Defense multiplied by 1.5x
6 - Day 60+ or Phase 7 - Motes now deal Yielding minimum damage on hit (They deal no damage prior), Mote count is increased to 2
7 - Day 70+ - Critical chance is increased to 75%, Critical Hits apply Clotting
8 - Day 80+ - Motes deal regular damage alongside Yielding damage (no longer boss exclusive)
9 - Day 90+ - All attacks are critical hits, Defense multiplied by 1.5x
10 - Day 100+ - Nothing
Currently Disabled: Parasites burn in sunlight, Contact Damage
==== TL:DR - Weaker(?) mobs, but more of them are spawning.
New "Potion" Effect: Trauma
- Applied via contact with Salted blocks, or while the Ruinous Salt item is in the inventory.
- Increases damage from Enhanced Mobs, Salt blocks, and Yielding by 40% per level.
- Increases its amplifier instead of expiring when its duration runs out.
- Killing a mob reduces the amplifier by 1 stage.
- The chance of this working decreases by 10% per each amplifier, starting at 100% at I and decreasing from there.
- TL:DR - Marked for death, kill to gain time.
A bit of an aside; I considered giving all parasites the opportunity to recieve the Trauma effect, but eventually decided against that.
- Mostly due to logistics. Figuring out a way to manage it for yourself is already enough work. At least I think
New Armageddon Mechanic: Creeping Salt
- Upon death by Enhanced Mob (or an existing salt block) after Phase 3, a Saltine may be placed on the corpse of the victim (provided they are an ADAPTABLE parasite. This excludes all Assimilateds and most Inborns).
- This has a 0.1% chance of happening. There is an accompanying sound cue.
- The chance is 75% if the parasite was a Nexus-tier parasite.
- Nexus-tiers need to have existed for at least 300 ticks (15 seconds) in order to trigger saltine placement.
- Saltines will assimilate any nearby parasitic blocks into Salted Blocks.
- If a Graduate Saltine is in range, all Salted blocks will do this.
- Each block that is salted will deduct 100 evolution points.
- Whenever a Parasite Biome x/z coordinate is converted into a Salt biome, 10000 points are deducted. There are 256 x/z coordinates in a chunk.
- Whenever a Node is converted, 50000000 (50 million) points are deducted. This will be broadcast.
- Whenever a Colony is converted, 500000 (500 thousand) points are deducted. This will be broadcast.
- Whenever a Dendritus is converted, 1000 points are deducted. This will be broadcast, but only to parasite players.
- If points are taken during an Evolution Cooldown, the points will be tallied and deducted once the cooldown is up.
- The amount deducted cannot exceed 1/5 of the current amount of points the parasites have.
- Upon death by Enhanced Mob (or an existing salt block) after Phase 3, a Saltine may be placed on the corpse of the victim (provided they are an ADAPTABLE parasite. This excludes all Assimilateds and most Inborns).
The Dendritus's Phasing is capable of dramatically slowing the spread. If one is active within 100 blocks, that is.
- This also makes Salt Items no longer apply their effects. Multiple may be needed in dire circumstances.
- Remember, it is still spreading, albeit comically slowly! Don't use this as an excuse to not do anything about the problem!
Damage from Creeping Salt can only be reduced by 40% via adaptation.
New Block Set: Salted Blocks
- Salted Log, Ice, Earth, Rock, and Wood. The latter three have slabs and stairs.
- All of these blocks spread Creeping Salt
- Enhancement chance is increased when spawning on top of these blocks by 50%
- Ante level of spawned Enhanced Mobs increased to 4 when they spawn on the blocks
- Salted Vine, analogous to parasite biome vines.
- Salted Tendril, analogous to infested vines.
- Salted blocks/vines will damage parasites that touch them, as well as inflicting Trauma and Clotting.
- Salted Log, Ice, Earth, Rock, and Wood. The latter three have slabs and stairs.
New Block: Saltine
- Resembles a parasite remain. The resemblance is purposeful.
- May become a Graduate Saltine given enough time. This has a 5% chance to be checked every random tick.
- A few criterion need to be satisfied for this to occur. This is not the order they are checked in.
- There needs to be a Parasite Player within 200 blocks. This one is mostly here for Multiplayer's sake, I anticipate foul play. It's also toggleable.
- There needs to be at least 2 Salted Blocks within 2 blocks of the Saltine, not including itself. The number required can be changed.
- In other words, Saltines will usually only graduate in an area with existing salt blocks, either by its own making or from some other source.
- The Saltine needs to be far enough away from an existing Graduate. There is around 20 blocks of leeway in this regard, 10% of the effect radius.
- The dimension needs to not be blacklisted in the config.
- A few criterion need to be satisfied for this to occur. This is not the order they are checked in.
- It is important to note that, unlike other events, Saltines do not inform you what the sound means.
- Graduation is the exception. It will let you know.
- New Saltines can only be placed past 80% of the range from an existing Graduate saltine. This is mostly a balancing decision.
New Command: /srpcsaltine <list|clear> or /srpcsaltine <add|remove>
- Manages Graduate Saltines. Syntax is identical to /srpcbounty, minus the known parasite functionality.
- For instance, if you have a Graduate Saltine in a dimension you don't want it in, you could use [/srpcsaltine clear] to remove it.
- You'll need to blacklist the dimension in the config to prevent new ones from forming.
New Biome: Salted Plains
- Whenever a Salted block salts a parasitic block in the Parasite Biome, the biome will be subsumed into the Salted Plains biome.
- Any mobs which spawn in the biome will have a 100% chance to be enhanced.
- Mobs take 50% less damage from parasites in this biome. Damage dealt to parasites is increased by 50% as well.
- Ante level of spawned Enhanced Mobs increased to 8 when they spawn in this biome
- A Dense Fog will emerge and your vision will be desaturated if you are in the biome and are a parasite.
- (There should also be built-in REID support)
New Item: Ruinous Salt
- Drops from Salted blocks when mined. Silk Touch does not work on them.
- Rarely damages the player if in the inventory. Clotting is applied briefly if this occurs.
New Block: Clutch
- Behaves similarly to TNT.
- Crafted from TNT, Blaze Powder, Ruinous Salt, and Iron Ingots, this explosive will eradicate any salt blocks within its range.
- Crafted in batches of 8. How are you going to get exorbitant amounts of explosives?
- It will also damage Enhanced Mobs and Motes as well. Non-salt blocks and entities outside of that category are unaffected by it.
New Block: Salt Purifier
- Biome Purifier for salt biomes. Does not do anything passively.
- Crafted with Iron Ingots, a Water Bucket, a Biome Purifier, and Ruinous Salt.
New Item: Salt Compass
- Tracks Graduate Saltines. Retains the effects of the Ruinous Salt used to craft it.
- Crafted with Iron Ingots, Ruinous Salt, and a Compass.
Chitin now has a slab and stairs.
Diffusion (either with the new enchantment or with Orbs) no longer considers all SRP effects as detrimental.
- This means they can be diffused properly now! Apparently they were marked as detrimental despite the buffs some give.
The Trustworthy/Faustian Note will now record the points contributed of any parasite player that holds it.
- If another parasite player holds it after the fact, the higher point count takes precedence.
- Once a player uses the note, they will start with the amount of points recorded by the note.
- It's a lot easier to get a job if you have references.
- If you somehow already had points before using the note (cheater), and the amount of points is more than the note recorded, then your current count will take precedence.
Sentient Pick-axe second texture and Pristine Matter have been redone.
- The Factory and Parasite Player textures are on my retexture list, but those will take a while, and I am very busy.
- I also plan on reanimating them, as well as adding a model for the higher tiers of the latter. Again, very busy. Don't expect this anytime soon.
- The Factory and Parasite Player textures are on my retexture list, but those will take a while, and I am very busy.
Retextured Recuperation, Antibodies, Scrying, Phasing, Unkindling, Chitin, and the Dread Lamp
Unkindling is now brewed with a Dirty Needle rather than a Quench. It's also blue now.
New Enchantment: Tachysensia
- Dense tissue for movement speed
New Treasure Enchantment: Undying
- Factories will drop themselves on death instead of being cast to the void never to return
New Enchantment: Hive Protection
- For the Guandao, emulates the Protection enchantment for nearby parasites, reducing damage they take.
- The maximum level is 6 to account for only needing 1 enchantment rather than 4 for a full set of armor.
- There is an SoManyEnchantments-exclusive Advanced variant which provides double the protection, as well as an extra 3% damage reduction per level.
New Enchantment: Diffusion
- Causes the Guandao to apply any effects you have to nearby parasites. There's a catch, however:
- The effect amplifiers will be capped at the enchantment's level. So if you only have Diffusion I, any resulting application is capped at that amplifier.
- It only goes up to level 3 as well, so that's the best you're going to get.
- Furthermore, the effects only really last as long as the incense itself does.
- The effect amplifiers will be capped at the enchantment's level. So if you only have Diffusion I, any resulting application is capped at that amplifier.
- Orbs are meant to be a more robust way of diffusing effects, but even with these stipulations Diffusion may be better in certain cases.
- Causes the Guandao to apply any effects you have to nearby parasites. There's a catch, however:
Parasite player regeneration now uses setHealth() like other parasites instead of heal(). This change is toggleable.
- The amount of value a single point of biomass provides is also now configurable.
Reduced the costs of certain parasites: Reduced cost of Mangler to 9 Reduced cost of Adapted Arachnida to 45 Reduced cost of Adapted Manducater to 40 Reduced cost of Adapted Yelloweye to 40
Config Changes
== General
Config Version Checking Enabled - Enables/disables automatic resetting of old config files.
Death Messages - Whether certain parasites produce death messages for their creators when they die.
Item Settings - Ruinous Salt Effects - Whether the Salt-related items harm parasite players when in their inventory.
Item Settings - Trustworthy Note - TN Records Points - Whether the note records the points contributed of any parasite players that hold it. The player that uses it will start with that amount of points contributed.
Item Settings - Masticator Block Value Multiplier - Multiplier per phase for the Masticator/Consecrator
Block Settings - Dendritus Light Protection - Whether the Dendritus prevents parasites from targetting light sources and circuit blocks.
Potion Settings - New Category: Trauma
Potion Settings - Phasing - Restricted Phasing - Whether factory-spawned parasites will avoid phasing towards targets their creator cannot see.
Potion Settings - Gravity - Gravity Velocity - Reduced to 0.25, from 0.5
Potion Settings - Gravity - Gravity Damage - Reduced to 10, from 20
Potion Settings - Gravity - Fire Multiplier - Gravity Fire Multiplier
Misc Adaptation Effectiveness - Added "salt;0.4"
Bloom Settings - Ally Extinguish - Whether parasite players can extinguish allies by attempting to attack them.
Biomass Settings - Fire Drain - Desc changed to indicate new speed.
Biomass Settings - Parasite Cost Settings - Reduced cost of Mangler to 9 Reduced cost of Adapted Arachnida to 45 Reduced cost of Adapted Manducater to 40 Reduced cost of Adapted Yelloweye to 40
Biomass Settings - SetHealth Healing - Causes regen to set health directly rather than firing a Heal event.
Biomass Settings - Biomass Healing Value - The amount of health 1 biomass is worth.
Bloom Settings - Point Milestones - Desc updated to mention how the value count is no longer capped artificially. Also fixes a typo from before Phases 9 and 10 were added.
Bloom Settings - Player Wall Climbing & Bloom For Wall Climbing - Self-explanatory.
Bloom Settings - Leer Enabled & Bloom For Leer - Self-explanatory. The ability is explained earlier in this changelog.
Bloom Settings - Player Succor Enabled & Bloom For Succor - Self-explanatory. The ability is explained earlier in this changelog.
- The ability takes precedence over (and replaces) Release Orb if applicable.
Bloom Settings - Damage Multiplier for Succor - Multiplier on player's attack damage stat for spawned Succors.
Bloom Settings - Distance for Succor - Distance that spawned Succors will travel, in blocks.
Bloom Settings - Player Succors Break Blocks - Whether parasite player Succors can break blocks, drops are allowed and the player's fortune level is considered.
Bloom Settings - Succor Biomass Cost - Amount of biomass needed to spawn a Succor.
Bloom Settings - Player Succor Teleport Enabled - Whether parasite player Succors will teleport the player if they are sneaking.
Bloom Settings - Player Succor 'Safe' Teleport - Whether parasite player Succors will check if there is solid ground below them before teleporting the player.
Bloom Settings - Player COTH Aura - Whether parasite players have a passive COTH aura while not hidden. This is different from COTH via contact, that has its own option.
Factory Behavior - Spawn Persistence - Disabled.
Factory Behavior - Despawning Requirement - The maximum amount of parasites a parasite player is allowed to have. See the explanation of the new despawning behavior.
Client Settings - Salt Biome Desaturation & Fog, and Salt Block Particles - Each toggles a specific part of the biome/blocks. The blocks emit the particles.
New Category: Guandao Settings
Enchantment Settings - New Categories: Hive Protection, Tachysensia, Undying, Diffusion
== Armageddon
New Category: Creeping Salt
Ante - Enhanced Mobs: Custom Stat Modifiers - See above
Ante - New Entries: Reaction Enabled, Reaction Settings, Reaction Dimension Blacklist, Reaction Dimension Whitelist
- Ante will increase whenever the phase goes past certain milestones. For instance, when the Phase is 3, Ante will increase to 2 the next chance it gets, provided it isn't already 2 or higher.
- The Reaction Settings entry governs what those milestones are, and what Ante will increase to in reaction.
- The Dimension blacklist governs what dimensions Ante will ignore when reacting.
- Put dimensions that are locked to a high phase into this.
Ante - Enhanced Mobs: Contact Damage Unlock - Reduced to -1 (disabled) from 5
Ante - Ante to Burn in Sunlight - Reduced to -1 (disabled) from 10
Ante - Enhanced Mobs: Bane Unlock - Reduced to 0, from 2
Ante - Enhanced Mobs: Defense per Ante - Reduced to 0.25, from 1
Ante - Enhanced Mobs: Bane per Ante - Reduced to 0.5, from 3
Ante - Enhanced Mobs: Hyper Armor per Ante - Reduced to 1.5, from 3
Ante - Reactive Weak Increase: Warning Message - "...", used instead of the original message for values less than 3
Ante - Enhanced Mobs: Enhanced Passive Mobs Unlock - Ante needed for Passive Mobs to be Enhanced.
Ante - Enhanced Mobs: Damage Cap Unlock - Ante needed for Enhanced Mobs to have a Damage Cap.
Ante - Enhanced Mobs: Damage Cap per Ante & Maximum Damage Cap - Amount each ante level provides, and the maximum the value can achieve, respectively.
Enhanced Mobs - Mob Enhancement Chance Modifiers - Allows for adding multipliers to the enhancement chance for certain dimensions, and/or for specific mobs.
Enhanced Mobs - Starting Damage Cap - The starting value for the Damage Cap.
Enhanced Mobs - Boss Damage Cap Multiplier - Bosses will have their damage cap multiplied by this value.
Enhanced Mobs - Critical Damage Multiplier - Reduced to 1.5, from 2
Enhanced Mobs - Effect Amplifier Cap - Increased to 2, from 1
Enhanced Mobs - Enhancement Chance - Increased to 0.4, from 0.1
Enhanced Mobs - Starting Defense - Reduced to 0.25, from 0.5
Enhanced Mobs - Starting Bane - Increased to 1, from 0
Enhanced Mobs - Bounty Enhancement Chance Increase - Increased to 0.2, from 0.1
Enhanced Mobs - Frayed Wires Drop Chance - The chance that Frayed Wires will drop from an Enhanced Mob.
Enhanced Mobs - Death Value Loss Multiplier - Mutliplier on the amount of Evolution Points lost on death for a parasite killed by an Enhanced Mob.
Enhanced Mobs - Damage Cap Jamming - Amount of ticks that an Enhanced Mob can be Jammed for after having their Damage Cap triggered.
Enhanced Mobs - Critical Hit Delay - Amount of ticks that an Enhanced Mob must wait to deal another Critical Hit.
Enhanced Mobs - Parasite Biome Protection - Prevents mobs from being enhanced in the Parasite Biome when in range of a Node.
Enhanced Mobs - Mote Cap - Maximum amount of motes that can exist in the world.
Enhanced Mobs - Enhanced Mobs Spawn Loophole Cap - Whether Enhanced Mobs spawning past the Spawning Denied phase checks the world mob cap with the enhancement chance in mind.
1.2.1Бета1.12.2 · 27 сентября 2024 г.
Just some housekeeping
None of the retextures are here. I want to release all of those (alongside any remodels) all at once, so that will take a while. It'd look strange if I didn't.
Changes
Incomplete forms produced via mobs being below the health threshold will now have their owners properly marked now.
Added recipes to create the Nidus Accumulator from Altered Tendons or Toxic Lungs, instead of Dispatcher Membranes.
- For that matter, Dispatcher Membranes can be used as a substitute for Beckon Membranes when crafting the Beckon Harbringer. Go figure.
The Macabre Pearl now also shows what parasites are yours when held, alongside the Factory. Additionally, Loyal parasites will have the witch potion particle effect when either item is held.
Light Block breaking behavior for parasites now ignores all infected blocks from this mod, rather than just light sources. It might have already done that, but better safe than sorry.
Removed a since-deleted lang entry from the tooltip for the Bloody Clock.
Using the Macabre Pearl on a Factory will cause any parasites it creates to be Loyal, as if the pearl was used on them.
- Also touched up the on-use messages a bit. They now imply the new factory capability that the item has, as well as that it does nothing of value for other Deterrent parasites.
Factories are now forced as Factory-Spawned internally. Just figured that made sense.
Added a bit of dialogue for trying to use a Macabre Pearl on a Latch. That would be pointless.
New Item: Blighted Mirror
- Shows Beckons and Dispatchers in a similar vain to the Glowing effect while held. Works in the offhand as well.
- This may look strange if Shaders are enabled, but the mobs should still be visible through blocks.
- There's also a new mixin for the Entity Culling mod, since that doesn't check for glowing.
- Specifically NOT the one made by meldexun. That one should already work. There may be a warning about a class not existing now but that's harmless
- There's also a new mixin for the Entity Culling mod, since that doesn't check for glowing.
- Obtained by trading a Strange Bone with a Factory. Requires Tier 3.
New Item: The Pact (Resolute)
- For those of you who didn't know, The Pact can be used while sneaking to prevent the consumption of the item and the ensuing Evolution Cooldown.
- However, this can be annoying and the item could be used without sneaking accidentally. That and people might not have known this.
- Crafting The Pact with a Dispatcher Membrane will produce a "Resolute" version that will never be consumed, or create a cooldown.
- As a caveat, however, it will also not create a Scent Gland, much like when sneaking with the original Pact.
- This makes it more of a utility item than a means to an end.
- For those of you who didn't know, The Pact can be used while sneaking to prevent the consumption of the item and the ensuing Evolution Cooldown.
The Pact now must actually remove parasites in order for it to receive the 10 second cooldown. If it doesn't, it'll only be 1 second long.
- This is NOT the Evolution Cooldown. This is the standard Minecraft item cooldown. Just so we're clear.
Fixed Monarchs not yielding parasite parts when salvaging with a Factory.
Fixed Fear Panic behavior affecting non-parasites. Very embarassing, I'd hate to be the guy that did that
Parasite Players will have their particles from the Rage effect rendered at knee level to prevent blocking their view.
Additionally, Parasite Players will not have their particles render if they are hiding. This prevents the Rage effect from giving you away.
On top of this, your particles won't even render in First Person anymore! They will only render in Third Person now. This is configurable.
Most of these changes are both client side and only apply to you. Any other parasite players you see will have the particles render normally, aside from the hiding change.
Granted, it appears the particles don't appear more often than not for other entities anyway. Not sure why that is, it happened even before I messed with the code. Oh well.
Config Changes
Client - Macabre Pearl: Show Loyal Parasites - Whether a Loyal (Macabre Pearl) parasite will emit particles when you are holding a Factory or Macabre Pearl.
Client - Show Factory Spawned Parasites - Now mentions the Macabre Pearl as well.
Client - Parasite Player Rage Particles - Whether Parasite Players can see their own Rage particles. If false, takes precedence over the 'Third Person Rage Particles' setting.
Client - Third Person Rage Particles - Whether you can see your own Rage particles while in Third Person mode only.
1.2.0Бета1.12.2 · 8 сентября 2024 г.
This one. THIS ONE. The main reason it took this long was just figuring out issues that kept cropping up, it's like a game of whack-a-mole and I'm not having fun anymore
Don't even get me STARTED on Requiem. The 1.12.2 version of the mod is ancient. DO NOT ADD THE RUPTERS TO THE POSSESSION LIST. YOU HAVE BEEN WARNED. The list of parasites is small for a reason. I would not recommend expanding it. If you ask me to fix it I will eat your soul
There's likely still a few hiccups or things not mentioned in the changelog, a lot has changed over the three month long dev cycle (if you can even call it that)
Please, for the love of all that is carbon-based, delete and redo your config files. Hell, a whole new one has been added!
OH ALSO, Enhanced Mobs and Ante are here, and some new items (and a functional block) have joined them. The certainty of steel Even now, they still aren't entirely finished so to speak. The things I have planned aren't entirely necessary quite yet though.
maybe i should take a break
-------- A temporary bug fix has been implemented for parasites not losing points. This can be toggled in the config.
Synopsis
A #### ton of internal changes (at least 2, I can't count any higher)
A temporary fix for parasites not being able to gain points
Buglin Tunnel Decay
Bug/Crash/general tweak fixes, and new bugs/crashes to replace them
Incompatible with ThiccEntities, use Entifier instead its literally the same mod
Some new config options, some better expressed than others
ARMAGEDDON HAS ITS OWN CONFIG FILE NOW
Vagrant Divining Rod is now disrupted by Phasing
Enhanced Mobs and Ante have been enabled. The former has received many changes.
- Enhanced Mobs don't hit as hard as they did before, but they now have some new tricks to account for that.
- They can also teleport now, have fun!
Two new potion effects!
- One to reduce your immunity frames, and hit through your defenses
- It will fight back if you remove it
- Another to remove your healing entirely, at least it should
- One to reduce your immunity frames, and hit through your defenses
Nerfs to the Masticator, Scrying, Viral brew effect, idk I forgot the rest
- Can you really call it a Masticator nerf when it gets an upgrade? Maybe
- Oh also the Masticator has a direct upgrade now
Items tell you if they come from a Factory or not now
Enchantments in the creative menu
New Factory Enchantment! It's just Dense Tissue for attack damage
New parasite-related items!
- An item to despawn all parasites
- An item to spawn a special Scent
- An item to despawn a specific parasite
- An item to ride certain parasites
- An item to read parasite killcount
- An item sourced from Stage III-IV Beckons (Factory-only)
- An item sourced from a Bogle (Factory-only)
- An item sourced from Assimilated Ender Dragon breath
Threat-related items, finally
- An item to disable Enhanced Mob critical hits for several seconds
- An item to bring a Well to your location from far away
- An item dropped from hostile Enhanced Mobs
- An item made from the previously mentioned item using the new block, used to craft the next item
- An item used to craft the fun stuff, that doesn't like being in your inventory
Holy hell that's.. actually I lost count
A block to make one of the new items
Spooky ghost stuff
Epic Siege has been forcibly tweaked
Fear is less buggy now
UI now shows the Evolution Cooldown, along with mentioning the Catchup mechanic
New Brew Effects! Existing effects have also received recipe changes
- An effect to repeat the last one
- An effect to Assimilated Enderman your enemies
- Levitation and Resistance can now also be applied. I'm not explaining how, use JEI!
and more(TM)
Changes
The text in the guidebook has been darkened to increase visibility. It should still be slightly redder than the normal text to indicate that the writer is different
- For reference, the text is meant to have been written (vandalized) by the player.
Compatibility with Requiem/Dissolution.
- Parasite Player ghosts cannot possess most non-parasite mobs. Any mob they do successfully possess will be converted into its Assimilated Variant if possible.
- Possessing an Assimilated Adventurer or Thrall will allow a Parasite Player to exit the ghost state, regaining their original form.
- The Health UI may break if you heal. I'm not even going to TOUCH that, it's purely visual and this mod is old as hell
- Cotesia now adds on an extra list of possessable entities which cannot be possessed by non-parasite players.
- This, much like Requiem/Dissolution's whitelist, is configurable.
- Entities that are present in both lists will produce the same behavior, they will only be possessable by parasite players.
New Item: Electroreceptor
- Shows parasite killcount when used on one. There's a bit of suspension of disbelief going on here
- Also reads the Biomass and Kills Contributed of parasite players, but they need to not be hiding.
- Does not require that the user is a parasite, somehow
New command: /assimilateplayer
- Forces the Trustworthy Note cutscene without requiring the item. Does not work if the player is already a parasite or is a ghost.
The no-parasite-killing requirement for the Trustworthy Note is now toggleable. It's also mentioned in the config now.
- My sincerest apologies to those of you who got rupter'd before you could find the note.
- Even if it's a skill issue-
- My sincerest apologies to those of you who got rupter'd before you could find the note.
Armageddon-related config options have been moved to their own config file, srpcotesia_armageddon.cfg
- Additionally, the structure of the options has changed drastically, each mechanic should have its own category now, rather than all being lumped into the same one.
Random Point Loss has been removed. I am willing to add it back if some wish for it to return, but the mechanic was gathering dust.
Enhanced Mobs and Ante are now enabled by default. The Timer, however, is still disabled.
- Both of these were and still are intended to give Singleplayer playthroughs depth.
- Them being disabled by default, however, kind of defeated their purpose for most players. This should fix that.
- Enhanced Mobs have also received a few nerfs to their attributes. I am willing to modify these if it becomes too easy.
Enhanced Mobs' abilities are also now gated behind Ante levels.
- Below are the new milestones. All of these should be configurable.
- You may notice some new mechanics here. They are mentioned later on in the changelog.
- That includes the multipliers! They are config-driven and can be placed at any Ante level you wish. New ones can be added, too.
- The expected result is that up until Day 40/50, Enhanced Mobs shouldn't cause too much trouble. You aren't really rewarded for fighting them, either.
0 - Day 0+ - Nothing
1 - Day 10+ - Enhanced Mobs appear, unlock Speed, Parrying, and Defense
2 - Day 20+ - Enhanced Mobs unlock Motes and Bane, Defense multiplied by 2x
3 - Day 30+ - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling
4 - Day 40+ - Enhanced Mobs unlock Critical Hits, Bounties, and Bounty Intervention
5 - Day 50+ - Remnants now drop - Enhanced Mobs unlock Yielding, and gain Contact Damage. Bane and Defense multiplied by 2x
6 - Day 60+ - Motes now deal Yielding minimum damage on hit (They deal no damage prior), Mote count is increased to 2
7 - Day 70+ - Critical chance is increased to 75%, Critical Hits apply Clotting
8 - Day 80+ - Motes deal regular damage alongside Yielding damage (no longer boss exclusive)
9 - Day 90+ - All attacks are critical hits, Bane and Defense multiplied by 2x
10 - Day 100+ - Parasites burn in sunlight
With that being said, the Timer (still WIP) now applies Clotting to all parasites when The Threat is 80% present, which disables healing.
- With the new values, this means it will likely occur around day 60. The exact percentage is configurable, although a bit of math is required.
Buglin Tunnels will no longer work if the closest player to them is a parasite.
- Additionally, if they are within 32 blocks, they will decay as well.
The Ante Ticks config option now mentions an estimate of how many ticks are in a real-life day, for convenience.
SRP can no longer convert a mob if it has been removed from the world. Not sure if this will fix the incomplete form duplication issue, but we'll see.
Three new crafting ingredients (technically only two, but eh)
- Remnants - Special discs dropped by Enhanced Mobs after Ante 5, tied to the entity they dropped from. Assembling 5 different Remnants using a Lithograph will yield Chip Fragments!
- The Remnant in the creative menu can be used on any mob to obtain their Remnant.
- Data-Driven (NOT CRAFTTWEAKER, json only) recipes can include a Remnant for a specific mob using the srpcotesia:remnant ingredient factory. use "entity" to specify a specific mob via resource location.
- An example of this is the Well Magnet recipe.
- Chip Fragment - Used to craft Callous Chips. Unstable, but safe to have in your inventory. Produced with a Lithograph
- Callous Chips - Crafted from Chip Fragments, used in a few different crafting recipes.
- Applies Yielding I as long as it is in your main inventory.
- Remnants - Special discs dropped by Enhanced Mobs after Ante 5, tied to the entity they dropped from. Assembling 5 different Remnants using a Lithograph will yield Chip Fragments!
New functional block, the Lithograph
- Converts Remnants into Chip Fragments. Produces 3 Chip Fragments (Configurable) for every 5 unique Remnants.
- The Remnants inserted into a Lithograph must be unique, no duplicates. The block has 5 slots, all of which must be filled.
- Item addition and removal is identical to the Osmosis.
Multiple new usable items!
- Well Magnet - Teleports the nearest Well to around 100 blocks from your current location. Destroyed upon use.
- Requires, among other assorted ingredients, a Wither Remnant.
- Signal Jammer - Jams Enhanced Mobs for 10 seconds, preventing them from dealing critical hits. Destroyed upon use. - Also prevents them from tattling on you to nearby Enhanced Mobs.
- The Pact - Made from Pristine Matter from a Stage III or IV Beckon and a few other materials, dismisses (despawns) all parasites in the world with a few exceptions:
- If used on its own, it will not remove Nexus Tier parasites.
- If used on a Nexus Tier, all nexus tiers at or below that nexus's stage will be removed.
- Nexus tiers that are managing a placed block/structure in the world, such as a Node or Dendritus.
- Placed Factories.
- Factory-Spawned parasites that are FORCED to persist (Using The Pact on one nullifies this restriction). For instance, an Adapted Summoner spawned by a Factory is exempt, but any parasites it creates in combat are not. This abides by the Factory Persistence config option.
- If used while sneaking, parasites will be removed without consuming the item, or playing sounds to other players.
- Otherwise, the item is consumed and a Scent Gland is produced referencing the highest tier parasites dismissed.
- If used on its own, it will not remove Nexus Tier parasites.
- Scent Gland - Upon hitting an entity, it will spawn a Scent that will spawn the entities indicated in its tooltip. The item will be consumed.
- Scents spawned this way will not concede to other scents.
- Parasites spawned this way are not salvageable, but are considered Factory-Spawned. They can despawn, however.
- Dismissal Wand - Use on or hit a parasite with it to despawn that parasite. Only works for Parasite players or those in Creative Mode.
- Well Magnet - Teleports the nearest Well to around 100 blocks from your current location. Destroyed upon use.
Scents are now visible to parasite players as a blue undulating prism. This can be disabled in the config, if you wish.
- I wasn't intending on making anything flashy here. Don't get your hopes up.
Turning parasites into biomass should now produce a Cyst containing any blocks they broke beforehand, along with any other items they picked up in the process. This excludes the saddle, that drops on its own.
Scents and SRP's spawning mechanics will now ignore persistent Factory-Spawned parasites as well as the Factory and Latch, at least in terms of mobcap calculation.
The well drain message now indicates directly that points were stolen, instead of just implying something got stronger. Wells don't do that
Changed one or two lines of dialogue that didn't match with the speaker
- Also a chance to modify some lines I didn't like.
A Callous Chip can be used to replace the Diamond Block in the Well Sealer recipe. It gives the same amount of sealers.
Improved interactions between Minimum Damage, Defense, and Hyper Armor.
- Hyper Armor will reduce Minimum Damage by half if the damage dealt is below it. Hyper Armor will only heal for regular hits, though, not true damage.
- Other than that, Minimum Damage will completely bypass Hyper Armor, instead damaging Defense first.
- This should ideally fix issues where Enhanced Mobs would give parasites free killcount without actually dying.
- Note, however, that none of these changes will apply to other forms of True Damage. Those will work as they did before, for better or for worse.
Enhanced Mobs' critical damage multiplier has been reduced to 2x, from 4x.
- As a consolation, fire damage attacks will now receive the critical bonus. Those don't have SRP's fire damage multiplier anyway, strangely enough, only onFire and inFire get that luxury.
Enhanced Mobs now deal AOE damage on a crit. This deals 70% of the attack's damage as Auric Fire damage.
- Due to event order shenanigans, this may not reflect the actual damage amount in highly modded environments. Not much I can do about that, though.
Enhanced Mobs can now Parry attacks from naturally spawned parasites (this doesn't affect you, unless you make a change in the config...)
- Whenever a mob they are targetting (or a stray parasitic projectile, not arrows) is moving towards them, Enhanced Mobs may issue a Parry, indicated by sweep particles and a totem sound effect.
- The parry window is 15 ticks, or 3/4ths of a second. If attacked during this window, the attack will fail and the Enhanced Mob will stun the attacker and any nearby parasites.
- The stun lasts 4 seconds for parasites, and 2 seconds for parasite players.
- Enhanced Mobs cannot deal critical hits during this window.
- If the parry succeeds, there is only a 1 second cooldown, meaning another parry can occur directly after.
- If the parry fails, however, they will have a 4 second cooldown for using it again.
- With that being said, maintaining a constant distance from the Enhanced Mob should prevent parries in general.
Enhanced Mobs can no longer receive any negative potion effect with an amplifier greater than II (configurable), instead lowering the amplifier before application.
- Like everything else related to Enhanced Mobs, this only applies if the mob is fighting a parasite.
- This can be disabled by setting it to -1 or lower.
Enhanced Mobs will now deal contact damage once every half second.
Enhanced Mobs are now immune to onFire, inFire, lava, and hotFloor.
Enhanced Mobs are now immune to Slowness, Needler, and all knockback from parasites.
Enhanced Mobs now use a Fire Charge sound effect, rather than a Flint and Steel click.
Speaking of sounds, the Well formation sound and the new Discovery sound both have subtitles now!
Discovery System: Enhanced Mobs will no longer target parasite players that are hiding, at least at the start...
- They now need evidence to prove a mob is a parasite before using their special abilities. Such evidence includes:
- Being attacked by, or attacking the suspect. This only induces targeting if the suspect was indeed a parasite.
- Holding a Factory. Other items may have reasoning, however shaky it may be, but holding one is a dead giveaway.
- Riding a parasite.
- Being close enough to receive the effects of the COTH aura. This has its own config option/distance value.
- This means that Enhanced Mobs will now target hiding parasites of all kinds (Any mob with COTH II or higher that isn't a player, or any parasite player that uses the hiding function) if they are close enough.
- This may cause mob infighting. The COTH Rework prevents this from happening very often, however, and Enhanced Mobs are already less prevalent in areas with lots of mobs with COTH.
- Specifically in the case of parasite players, they will remember if you are a parasite and will attempt to tell other nearby Enhanced Mobs that you are a parasite every second.
- This also has its own config option, if you want to reduce the distance or disable it entirely.
- They now need evidence to prove a mob is a parasite before using their special abilities. Such evidence includes:
There is a sound cue for when a parasite player is discovered by an Enhanced Mob. I am not a sound designer, so bear with me here.
Also, passive Enhanced Mobs are still beholden to the Discovery System, so they can and will tattle on you to the others if they find out you are a parasite.
The above change should also now be applied to Enhanced Lycanite's Mobs as well. This also fixes their AI since it didn't target hiding parasites before if they were Enhanced.
If an Enhanced Mob that has discovered the player is left to their own devices for too long, they may place a Bounty.
- Bounties cannot be placed if the Enhanced Mob is being watched by a player that is less than 25 (configurable) blocks away.
- This has a 10% chance of happening each time it is rolled. That's configurable if you want it to be even lower. The Signal Jammer can also prevent placement of Bounties.
- Bounties are tough metallic blocks that keep track of known parasite players. Every Bounty in a dimension will share their knowledge.
- Any Enhanced Mobs that spawn in range of a Bounty will inherit its knowledge as well. They have 1000 blocks of range, which increases by 1000 more for every other Bounty in a dimension.
- Bounties cannot be placed in range of an existing Bounty. Instead of placing a Bounty, Enhanced Mobs will communicate their knowledge to the existing one.
- Any Enhanced Mob that receives the effects of a Bounty cannot place a bounty ever again.
- If 4 or more Bounties exist in a dimension, their range will become effectively infinite. This can be changed or disabled if you wish.
- Bounties cannot be placed in range of an existing Bounty. Instead of placing a Bounty, Enhanced Mobs will communicate their knowledge to the existing one.
- Any Parasite Players discovered by Enhanced Mobs will be sent to a Bounty if in range as well.
- Bounties increase the mob enhancement chance by 10% for each one that exists in the world.
- Intervention: Every 30 seconds that a known parasite player is in range of a Bounty, all Enhanced Mobs within 60 blocks will spawn a single mote to chase them, regardless of sight.
- Rememeber that Motes can teleport their owners to the target if they connect.
- Both the time needed and the distance can be configured.
- This also gives the target Yielding III.
- Motes spawned this way last twice as long as normal Motes.
- Bounties will only clear their list of known parasite players if there are none left in the world, and the mobs they informed will never forget (they will not tattle or place a new bounty, however)
The Bounty also has an animated texture! I would never shamelessly plunder an mcmeta file from SRP's Biome Core block, that would be stealing!
New Command: /srpcbounty
- Can be used to list all existing Bounties, known Vagrants, or modify said lists via standard addition, removal, and clearing.
- Usage: /srpcbounty <list|clear|listtargets|cleartargets> or /srpcbounty <add|remove> or /srpcbounty <addtarget|removetarget>
The /ante command now has a new argument, "recalibrate"
- This recalculates Ante based on the current world time, good if for some reason you had it disabled for a while
The newly added Electroreceptor can be used to obtain the coordinates of the nearest Bounty, but there's a catch:
- Firstly, the Electroreceptor must be used on an Enhanced Mob.
- Secondly, each use has a cooldown, and only communicates one random coordinate (x, y, or z) each time.
- It may be easier to simply backtrack to previous locations you have visited, since that is likely to be where a Bounty has been placed.
The mob enhancement chance is now 10% at base. With the timer disabled, that is where it will stay (provided no Bounties are active)
A message is now sent to the player if an attack fails due to Hyper Armor
- Otherwise, the player will be told how much defense the entity has.
The Ante requirement for burning in sunlight has been increased to 10, from 7.
- It also has a warning message that plays when Ante reaches this threshold.
- It no longer directly deals fire daamge. Instead, the parasite will be set on fire and given Yielding II. Fire Resistance can prevent this, but the sunlight will still occasionally remove that.
- This means it will occur on day 100, but with Wells active it will likely occur earlier if you aren't proactive enough.
Fire Resistance can only be removed by sunlight every second, rather than every tick. The chance has been increased to compensate.
Wells will now appear and drain points every 20 days, rather than every 10.
Wells now subtract more points than they used to.
The Well grace period has been extended to day 30. This means that the first Well will appear on day 50.
The maximum distance from the origin that a Well can spawn at is now 5000 blocks, from 20000.
The Phasing effect now prevents tracking via the Vagrant Divining Rod.
Latches are now immune to Suffocation damage.
- They also refer to their owner's oxygen when in water, so they won't drown until their owner does.
Reduced the Latch's attack damage and maximum health. They now start at 5 and increas by 2 per tier.
The Latch now properly awards kill credit to its owner.
Fixed crash due to concurrent AI modification.
Fixed crash due to clashing with NoExpensive's @Overwrite mixin.
Fixed crash caused by a non-living entity attacking an Enhanced Mob.
Fixed crash when querying which dimensions were blacklisted for Well spawning.
Fixed Flying and Heavy Carrier harming parasite players with their explosions.
Fixed Parasite explosions breaking blocks in range of a Dendritus.
Fixed Epic Siege not preserving AI predicates.
- This fixes parasite player AI targeting for mobs defined in SRP's "attack parasites" mob list.
- It also fixes Enhanced Mob targetting, since that was broken as well.
Fixed the Dazed effect preventing the death screen from loading.
Well command "fix" argument is now suggested when using tab completion.
Increased the volume of the sound played whenever an Enhanced Mob heals from Hyper Armor
Fixed Enhanced Mob damage going through shields. The Shield will now take the brunt of the damage.
Fixed the new attributes applying after Parasite Adaptation, rather than before as it should.
Fixed being able to block attacks using an empty Brew Sac.
Fixed duplicate particles on hiding parasites. Syncing of the COTH effect has also been improved.
Fixed Well point subtraction not intensifying with each Well added, or subtracting points when no Wells were present.
Successfully infecting a creature will now send a status message alongside the sound cue.
Fixed desync with the Fear effect's parasite player specific behavior.
- Also added a item cooldown to indicate what item failed. The Fear effect can cancel the main and offhand individually, meaning one can succeed but not the other.
- This fix won't be applied in the case of SRP's original Fear behavior being enabled. That is experimental, though, so it is to be expected.
Items can be blacklisted from obtainment via Factories in the Extra Parasite Drops setting. Using a - rather than a +, one can specify a drop to be removed instead of added.
- a * can be used in place of an entity id to apply the change to every parasite mob. This goes for adding drops as well as removing them.
- These are applied in the order present in the config file.
- All of this applies to creating drops via Factories, not the actual drops from the parasites.
- For example, if you want no parasite to ever yield Strange Bones, you'd add "*-srparasites:bone"
JEI should now show factories for every parasite present in the creative menu.
- Additionally, JEI can also be used to see what factories a Factory Enchantment can be applied to, such as Fluidity or Virulent.
- JEI Loads on game startup, unlike most of this mod's config options. As a result, JEI will need a game restart if any sizeable changes are made, like registering a new parasite.
New Potion Effect - Unkindling
- Reduces fire-based damage sources by 25% per level
- Also applies Fire Resistance for non-parasite mobs.
- Can be brewed in a brewing stand using a Quench and a Fire Resistance potion. It can also be strengthened and extended like any other potion effect.
Unkindling also reduces Enhanced Mob critical damage.
- However, this reduction is static; Only 50% no matter the amplifier. (With a 2x bonus, this effectively disables the extra damage)
- It also only applies if the original attack dealt non-fire damage. Otherwise, Unkindling functions as normal, meaning 25% per amplifier.
New Potion Effect - Yielding
- Causes 5% of maximum health (per amplifier) to be dealt as true damage each hit from a living entity.
- Also reduces Immunity Ticks by 10% of the entity's maximum immunity ticks per amplifier.
- In other words, it reduces your immune time by 10% per amplifier. Mods which modify immunity frame behavior may cause this to break or otherwise function differently than expected.
- Damage will usually pierce shields.
- Very unstable. It's potion color may temporarily change from time to time.
- Attempting to remove the effect or prevent it from being applied will cause it to lash out and attack the offending entity.
- Applied by Enhanced Mobs on hit.
- Critical hits can cause it to stack. The chance of doing so is a 1 in (current amplifier) chance.
- Since the effect reduces I-frames, I figured some limitations were necessary.
- Yielding IV or higher will cause true damage regardless if a living entity caused the hit, meaning hits from fire will receive the true damage bonus as well.
This mod's effects can no longer be cured with Milk, excluding Recuperation.
The factory parasite players start with will always be a Buglin factory. This can be changed in the config, or forced to be unbound if an empty string is used.
- Additionally, a recipe has been added to create a Buglin factory from any existing factory in the crafting menu.
New Item - Bloodstained Saddle
- Allows riding certain parasites. Said parasites will show particles around them while holding the item, or if they are currently rideable.
- Only works on parasites you made, similarly to the Macabre Pearl
- The control scheme is similar to that of a horse, minus the slowdown from jumping.
- Current List: Assimilated & Feral Horse, Assimilated & Feral Pig, Monarch
- The speed parasites travel at increases as the tier goes up. So a Feral is faster than an Assimilated, but not as fast as a Pure.
- Can be obtained by trading a Saddle with a Factory. Requires Tier 1.
- Increases Step Height to 1 block if needed, and prevents fall damage for the parasite saddled.
- The saddle will drop if the parasite dies or is absorbed. It will only drop in those cases, however; removal from existence will delete the saddle as well!
- Saddled Assimilateds will not melt into moving flesh.
- Some higher-tier parasites may not take kindly to being ridden around, or rather, not being able to reach their target. They might teleport you around with Dispatcher Tentacles, or break blocks occaisonally (provided a Dendritus isn't active).
- You also cannot control their special skills, like the Monarch's leap.
- The internals for this does not support Flying parasites currently, so if there are any planned it might take a bit to come out.
An internal mixin has been added to prevent rubberbanding for riding particularly fast parasites.
- This mixin should fail silently, however, if for some reason it cannot apply.
New Item: Nidus Accumulator
- A redo of another item from the dead and buried MCreator project, the Nidus Accumulator will transform into a Dispatcher Nidus when its bearer kills 15 mobs.
- It needs to be in the hotbar to collect kills, and only one Accumulator can receive a kill at a time.
- The Nidus also won't be placed on the ground, that way parasites won't accidentally trigger it.
- The item is mentioned now in the Dispatcher Nidus tooltip, to indicate that it is the intended way to make Niduses at a reasonable rate.
- Granted, just stealing them does work despite its difficulty, it's just annoying for both you, the parasite you took it from, and another unmentioned beneficiary.
Added upgrade paths for obtaining Feral parasites.
Added an entry to the guidebook for Upgrading parasites with a Factory. Also mentioned upgrading to Feral a few times.
Added config entries to allow for certain damage types to have a limit on how much damage reduction adaptations can provide.
The SIV Beckon Player upgrade now has a list of dimensions where it does not work.
In a pinch, Essential Segments can be used instead of Beckon Membranes to create a Beckon Harbringer.
Parasite Players can now eat cakes. They will be consumed whole, to not waste any biomass.
- The Cake will not be eaten if the biomass provided is below 1.
- With the default food conversion rate, this gives 3 biomass for a whole cake.
The Factory-spawned tag should now properly apply to mobs converted into Ferals or Hijackeds.
The Masticator now properly reports internally as enchantable. It now has an enchantability of 10.
The Masticator's block value has been reduced to 1, from 10.
The Masticator now only deals one instance of Minimum Damage instead of eight every 4 ticks.
- It also deals 5 points of miasma damage every 12 ticks.
The Masticator now only applies Poison I and Corrosion I, they are no longer stacking.
New Tool: The Consecrator, produced by using either a Masticator or Moldered Segments on a Stage IV Beckon in the Parasite Biome.
- Deals 10 points of miasma damage instead of 5.
- Applies Viral I alongside Poison II and Corrosion II.
- Converts blocks into Biome blocks, sneaking converts them into Beckon infested blocks instead.
- This tool adds 10 points per block, akin to the pre-nerf Masticator.
- If it converts a block in range of a Node, it will convert the surrounding blocks' biome to the Parasite Biome if possible. 600 Points Contributed will be awarded for each block biome conversion.
- This doesn't actually add Evolution Points. It's just accounting for the amount of blocks the biome will likely convert on its own, mostly vertically.
- This is configurable, of course. The biome behavior can also be disabled if one so desires.
New Enchantment: Flaying
- Basically Dense Tissue, but for attack damage instead of maximum health. Increases it by 10% per level, up to 50% at level 5.
Cunning is now a Treasure enchantment, and it has been buffed to add 2 minimum damage per level instead of 1.
Reduced drop rates and chances for Factory Innards from Parasite Players and Factories.
Books for this mod's enchantments are now present in the creative menu. Additionally, if you wish to include all levels of said enchantment, that has a config option.
Enhanced Mob Bane interacts with the parasite damage cap.
- If a parasite has a damage cap, the Bane will be reduced by ((damageCap - 1) / (damageCap * 3)) as a percentage.
- So a damage cap of 5 reduces bane by 26%. A dc of 15 reduces it by 31%.
The Living and Sentient Armor sets now provide 40% and 60% (configurable) damage reduction for hiding parasite players, respectively.
- The DR is divided into each piece, so a piece of Living armor will provide 10% DR. You can mix them, if you like unoptimal DR or haven't made the whole set yet.
- This DR only applies if you are hiding.
- Damage cannot be reduced below 1.
- This is mostly a nod to Nexus DR; In some cases, Nexus tiers will only take 40% damage.
The Living and Sentient Armor sets now no longer add a vulnerability to any fire damage, instead of just inFire and onFire.
- To be more specific, it no longer applies the SRP weakness to damage that would ignite an entity (like a fire aspect sword), instead only applying to onFire and inFire like other parasites (and parasite players at base) do.
- This usually doesn't come up in non-pvp scenarios, especially considering the armor is unobtainable as of this patch.
Added guidebook entries for Gravity and Yielding. Also touched up the Enhanced Mobs entry, giving it priority status among other improvements.
Enhanced Mobs no longer apply Gravity passively. It is now done through Motes.
Enhanced Mobs will, every 3 (configurable) seconds, send a Mote after their target. (Boss mobs will spawn 6, such as the Wither)
- Motes are repurposed and improved Shulker Bullets which trade in their Levitation effect for Gravity, teleportation, and if Yielding is involved, a bit of percentage damage.
- They are faster than normal Shulker Bullets, and for their first 10 seconds of existence, phase through walls and incoming attacks, indicated by blue particles.
- If a Mote breaks on a surface and its target is not alive or is removed from the world, and its owner has a new viable target, a new Mote will emerge from the previous one to attack it.
- Motes cannot be dodged via Phasing.
- Motes normally do not deal damage, however there are very notable exceptions:
- As mentioned earlier, the Yielding effect will proc its true damage effect whenever a Mote strikes a victim.
- Motes spawned by bosses, such as the Wither, will deal the mob's Bane value as damage on hit. This can be critical damage as well.
- By default, line of sight is not required to spawn a Mote, only being targeted (being discovered becomes the criterion if that system is enabled). A check can be enabled in the configs if you wish.
- On impact, it will deal some projectile damage (which can crit) and then do one of the following:
- If possible, apply Gravity (certain amount of blocks above the ground, etc.)
- Otherwise, it will teleport the Enhanced Mob to the Mote's location. There is a configurable blacklist for preventing certain mobs from being able to teleport with Motes. Shulkers, for instance, cannot do this.
- It also fails if the Enhanced Mob is not in loaded chunks.
Enhanced Mobs cannot attack or be harmed within a half second after teleporting with a Mote.
- This is completely ignored if the mob is within 2 blocks of their target before teleporting.
Ante is now capped at 10.
Recuperation now only heals every 1.5 seconds, rather than every half-second.
- Its heal rate is effectively a third of what it once was.
Scrying's bonus is now additive, adding the experience value of the entity killed per amplifier. This dramatically reduces the amount of extra points it provides.
- I cannot understate how much of a drastic nerf this is. It goes from 125 points per XP point down to a measly 3 per XP for the same amplifier.
- With the new value, a Zombie kill only gives around 5 extra evolution points/biomass with Scrying I.
- This was a necessary change, however, as I feel this effect was a little overpowered.
Brews now only apply effects for 5 seconds.
Brew Base damage is now 6. Sticks, Flint, and Iron Ingots are no longer used as damage modifiers.
- Instead, Altered Tendons are now used to reset the damage amount back to 6.
Items will now show which Factory they can be produced with in their tooltip. They will cycle if multiple can provide it.
- This can be disabled if you wish.
The Explosion brew effect has been changed dramatically.
- It is now brewed using a Bogle Charge, a special drop obtained from salvaging drops from a Bogle Factory.
- It deals 3x the brew's base damage on a direct hit. This applies separately from the explosion itself.
- The explosion now has power 5 + the amplifier of the brew.
- The damage of the brew itself and the explosion should stack.
- The cost has been increased to 20, from 10.
- It is now incompatible with Harm, and vice versa. This effect is intended to be an upgrade.
Wither Bane now requires a Wither Skeleton Skull to be brewed instead of a Nether Star.
Wither Bane now only deals 50% of the brew's damage.
Poison Bane now deals 80% of base damage.
Wither Bane and Poison Bane are now incompatible.
Apply Wither is now brewed with Soul Sand.
New Brew Effect: Repeat - Costs 10 biomass - Brewed with a Nether Star.
- Activates the effect directly preceding it in the Sac's effect list.
New Brew Effect: Rally - Costs 20 biomass - Brewed with a Dendritus
- Teleports the closest parasite within 20 blocks, but farther than 5 blocks, to the brew's impact location.
Brew incompatibilities are also config driven too! Add a flag to the regular config string (also separated by the semicolon) and use that flag for both effects.
- An example is provided for Explosion and Harm. Any number can be used, as long as both effects use the same number.
Viral is no longer added to brews using a Reeker Fang. That item adds Apply Poison now.
- It is now applied using Virulent Breath, a replacement for Dragon Breath that is obtained from Assimilated Ender Dragon clouds.
Viral is now capped at II from Brew Sacs.
Recuperation is now capped at II from Brew Sacs.
Brews can apply a few new potion effects:
- Longarms Armor Fragment - Resistance - Max amplifier III - 5 biomass
- Shulker Shell - Levitation - 5 biomass
Assimilated Ender Dragon clouds now give Virulent Breath rather than Dragon's breath.
- Virulent Breath can also be traded in for Dragon's Breath using a Factory.
- It also replaces the Reeker Fang as the reagent for the Viral effect in Brew Sacs.
Values for the Reclamation Table have been nerfed.
- They have received changes to better align with the actual XP values provided by the parasites the items are obtained from.
- For instance, Beckon Membranes now only give a mere 5 XP each to better align with the Stage I Beckon, which only gives 16 XP by default.
- Also, the Summoner Core can now be reclaimed. Not sure how I missed that one.
- They have received changes to better align with the actual XP values provided by the parasites the items are obtained from.
The Macabre Pearl will no longer teleport parasites to places they will suffocate in, unless the offending blocks can be broken by the parasite.
- This doesn't check for any MobGriefingEvent cancellation, so the pearl may still make a mistake under rare circumstances.
- Phasing will remove this restriction.
The Macabre Pearl can now be used to teleport all loyal parasites (that's the moniker for those you've used it on) to the user.
- This will also clear their attack target.
- This also does not have a collision check. be wary.
Parasitic Flora (Beckon and Parasite Biome tendrils) are now transparent for parasite players.
- This can be disabled in the config, of course. The transparent textures are located in this mod's resources, same , since I couldn't find a way to dynamically change them.
The Access Transformer should also finally be in the jar now. I mean it was probably there before I never checked-
- This is developer stuff, it doesn't affect gameplay.
Scape and Spartan: Parasites's weaponry can now be repaired by Summoners, Adapted or otherwise.
Point yield from the Phasing effect has been reduced. Points are now only generated for the outer edge of the parasite's hitbox, generally speaking.
- Phasing is also much slower now. It only procs every 2 seconds rather than every half-second, to better emulate parasite block breaking.
- As a consolation, the distance travelled each teleport has been increased to 3 blocks from 1.
- Additionally, the maximum hardness multiplier has been increased to 3.5x, from 1.5x. This means that Preeminents can phase through Obsidian, provided I'm not bad at math.
Beheading now only needs 3 damage (1.5 hearts) in order to proc now.
Config Changes
== Main
TEMP: Allow Parasite Point Loss - Fixes a bug with SRP v1.9.21 where parasites cannot lose points by default.
Biomass Settings - Repairable Items - Added "swparasites", the modid for Scape and Spartan: Parasites.
Logging Settings - Transparent Flora Logging - Debugging feature, prints transparent flora model processing to the console.
Client - Parasite Player Transparent Flora - Whether certain parasitic flora (Beckon and Parasite Biome tendrils) are transparent for parasite players.
Client - Parasite Player see Scents - Whether Parasite Players can see Scents
Client - Creative Menu All Enchantment Levels - Whether the Creative Menu shows all natural levels for all of this mod's enchantments.
Client - Show Source of Parasite Drops - Whether to show the Factories that can be used to obtain a given item.
Potion Settings - Scrying - Point Gain Scalar - Renamed to Point Gain Multiplier, both to better communicate what it does and change the data type internally. - This option is now a simple multiplier on the amount of points gained, nothing more. - Also reduced to 1. This means it effectively does nothing.
Potion Settings - Phasing - Break if Not - Changed to false
Potion Settings - Phasing - Block Hardness Multiplier - Changed to 3.5, from 1.5
Parasite Player Drops - Changed to srpcotesia:factory_drop;20;2;true
Bloom Settings - SIV Upgrade Player Blacklist - Dimensions where SIV Beckons cannot upgrade Parasite Players
Bloom Settings - Beheading Threshold - Reduced to 3, from 7.
Entity Adaptation Effectiveness & Weapon Adaptation Effectiveness & Misc Adaptation Effectiveness - Multiplier on Adaptation Effectiveness for each damage type.
Living Armor DR & Sentient Armor DR - Parasite-Player-specific damage reduction gained per piece of armor.
Parasite Players Prevent Loot - Whether parasites will not drop loot or XP if a parasite player is the closest player to them.
Factory Behavior - Extra Parasite Drops - Description changed to indicate the new features added. - Added Pristine Matter and Bogle Charge drops
Factory Behavior - Parasite Upgrade Paths - Added Assimilated->Feral paths for all Assimilateds.
Block Settings - Lithograph Chip Production - Number of Chip Fragments produced by the Lithograph
Block Settings - Reclamation Settings - Practically every entry has changed, I'm too tired to list them
Item Settings - Phasing Disrupts Vagrant Divining Rod - should be self-explanatory.
Item Settings - Well Magnet Distance - The distance from the player, in blocks, that the Well Magnet will teleport a Well to.
Item Settings - Signal Jammer Jam Time - The amount of time, in ticks, that the Signal Jammer disables Enhanced Mob Critical Hits for.
Item Settings - The Consecrator Durability - Durability value for The Consecrator, works the same as the original
Item Settings - Masticator Block Value - Changed to 1, from 10
Item Settings - Masticator Miasma Damage & Consecrator Miasma Damage - Amount of damage dealt every 12 ticks by these tools' miasma clouds.
Item Settings - Consecrator Converts Biomes - Whether The Consecrator can convert Biomes into the Parasite Biome
Item Settings - Consecrator Biome Value - Amount of Evolution Points generated for converting the biome of each 1x1 chunk slice.
Item Settings - Trustworthy Note - TN Killing Disqualifies - Whether killing a parasite prevents the Trustworthy Note from being found.
Potion Settings - New Categories: Unkindling, Yielding, and Clotting
Mod Compatibility - Epic Siege Predicate Module - Enables the Epic Siege Predicate AI modification, carrying over targeting predicates with Epic Siege AI.
Mod Compatibility - Dissolution/Requiem: Force COTH Rework Resist Breaking - Whether possession forcefully breaks this mod's weak COTH resistance.
Mod Compatibility - Dissolution/Requiem: Extra Possession - Parasites that can also be possessed, but only by Parasite Players.
Random Point Loss - Removed.
Brew Settings - Recipes - Brew Effect Recipes - Changed recipes for Wither Bane and Explosion, and added recipes for the two new effects.
Brew Settings - Recipes - Brew Effect Potion Recipes - Changed recipe for the Wither and Viral effects, and added recipes for Poison, Resistance, and Levitation - Effects like Viral and Recuperation have received caps on their amplifiers.
Brew Settings - Recipes - Damage Modifiers - Removed minecraft:stick, minecraft:flint, and minecraft:iron_ingot recipies. srparasites:lurecomponent3 is now used to reset the damage.
Brew Settings - Base Damage - Increased to 6, from 3
Brew Settings - Potion Duration - Reduced to 100, from 200
Brew Settings - Effects - Poison Bane - Increased to 0.8, from 0.5
Brew Settings - Effects - Wither Bane - Decreased to 0.5, from 0.9
Brew Settings - Effects - Explosion - Damage Modifier - Increased to 0.9, from 0.5
Brew Settings - Effects - Explosion - Direct Hit Damage Modifier - Increased to 3, from 1.1
Brew Settings - Effects - New Category: Rally
Enchantment Settings - New Category: Flaying
Enchantment Settings - Cunning - Treasure - Set to true, from false
=== Mobs
Factory - Drops - Changed to srpcotesia:factory_drop;10;1;true
Latch - Attack Strength & HP - Reduced to 5, from 10
Latch - Attack Strength Per Tier & HP Per Tier - Reduced to 2, from 5
=== Armageddon (All options in the Armageddon category of the main config have been interspersed throughout this file, put with the mechanic that they modify)
Most options have either changed or had their names changed, and many won't appear in this changelog. We'd be here all day!
New Categories: Enhanced Mobs, Armageddon Timer, and Ante, with each explaining their mechanic in a perhaps not-so-brief fashion
Wells - Well Grace Period - Changed to 720000, from 240000
Wells - Well Ticks - Changed to 480000, from 240000
Wells - Time added to Armageddon Timer - Changed to 480000, from 240000
Wells - Well Drain Ticks - Changed to 480000, from 240000
Wells - Well Max Distance - Changed to 10000, from 20000
Wells - Phase 0 Point Loss - Changed to 200, from 50
Wells - Phase 1 Point Loss - Changed to 400, from 75
Wells - Phase 2 Point Loss - Changed to 800, from 100
Wells - Phase 3 Point Loss - Changed to 10000, from 400
Wells - Phase 4 Point Loss - Changed to 50000, from 5000
Wells - Phase 5 Point Loss - Changed to 100000, from 50000
Wells - Phase 6 Point Loss - Changed to 5000000, from 2500000
Wells - Phase 7 Point Loss - Changed to 50000000, from 10000000
Ante - All values now have the mechanic affected prepended to their name. For instance, Maximum Defense has been renamed to Enhanced Mobs: Maximum Defense
Ante - Maximum Ante - Changed to 10, from 256
Ante - Enhanced Mobs: Custom Stat Modifiers - Custom Ante-based modifiers for Enhanced Mob Bane, Defense, and Hyper Armor.
Ante - Enhanced Mobs Unlock - Ante needed for Enhanced Mobs to spawn naturally.
Ante - Enhanced Mobs: Critical Hit Unlock - Ante needed for Enhanced Mobs to use Critical Hits.
Ante - Enhanced Mobs: Yielding Unlock - Ante needed for Enhanced Mobs to apply Yielding.
Ante - Enhanced Mobs: Contact Damage Unlock - Ante needed for Enhanced Mobs to use Contact Damage.
Ante - Enhanced Mobs: Bane Unlock - Ante needed for Enhanced Mobs to use Bane, a damage additive that only applies against parasites.
Ante - Enhanced Mobs: Defense Unlock - Ante needed for Enhanced Mobs to use Defense, an auxillary health boost against parasites.
Ante - Enhanced Mobs: Hyper Armor Unlock - Ante needed for Enhanced Mobs to use Defense, an auxillary health boost against parasites.
Ante - Enhanced Mobs: Speed Effect Unlock - Ante needed for Enhanced Mobs to give themselves the Speed effect.
Ante - Enhanced Mobs: Clotting Effect Unlock - Ante needed for Enhanced Mobs to apply Clotting on Critical Hits.
Ante - Enhanced Mobs: Tattling Unlock - Ante needed for Enhanced Mobs to inform each other of known Parasite Players.
Ante - Enhanced Mobs: Effect Cap Unlock - Ante needed for Enhanced Mobs to resist potion effects that go above a certain amplifier, by default II.
Ante - Enhanced Mobs: Mote Unlock - Ante needed for Enhanced Mobs to spawn Motes in combat.
Ante - Enhanced Mobs: Mote Minimum Damage Unlock - Ante needed for Motes to proc the Yielding effect's true damage effect on hit.
Ante - Enhanced Mobs: Mote Damage Unlock - Ante needed for Motes to deal projectile damage on hit.
Ante - Enhanced Mobs: Extra Mote Unlock - Ante needed for non-boss Enhanced Mobs to spawn an extra Mote in combat.
Ante - Enhanced Mobs: Extra Mote Count - Amount of Motes to add to Enhanced Mobs once the Extra Mote Unlock is triggered.
Ante - Enhanced Mobs: Parry Unlock - Ante needed for Enhanced Mobs to parry their targets.
Ante - Enhanced Mobs: Bounty Unlock - Ante needed for Enhanced Mobs to create Bounties.
Ante - Enhanced Mobs: Bounty Intervention Unlock - Ante needed for Bounties to issue Interventions.
Ante - Enhanced Mobs: Crit Chance Increase Unlock - Ante needed to increase the chance of a Critical Hit.
Ante - Enhanced Mobs: Crit Chance Increase - Amount to increase Critical Hit chance. This requires the Crit Chance Increase Unlock.
Ante - Enhanced Mobs: All Crit Unlock - Ante needed to always deal Critical Hits.
Ante - Enhanced Mobs: Remnant Unlock - Ante needed to drop Remnants.
Ante - Enhanced Mobs: Maximum Defense - Reduced to 30, from 300 (Keep in mind, this is a multiplier on base maximum health! 1 means 100%!)
Ante - Enhanced Mobs: Defense per Ante - Reduced to 1, from 5.
Ante - Enhanced Mobs: Maximum Hyper Armor - Reduced to 50, from 75 (This one isn't, though. It's a flat number.)
Ante - Enhanced Mobs: Hyper Armor per Ante - Reduced to 3, from 10
Ante - Enhanced Mobs: Bane per Ante - Reduced to 3, from 10. (Another reminder, Enhanced Mobs effectively have random crits. This one is flat as well)
Ante - Enhanced Mobs: Maximum Bane - Reduced to 50, from 75
Ante - Enhanced Mobs: Speed Amplifier per Ante - Reduced to 0.5, from 1.
Ante - Ante to Burn in Sunlight - Changed to 10, from 7.
Ante - Burning in Sunlight: Warning Message - Message sent to all parasite players when ante causes sunlight to become dangerous.
Ante - Burning in Sunlight: Chance to remove Fire Resistance - Changed to 0.1, from 0.01
Enhanced Mobs - Starting values for Hyper Armor, Defense, Bane, Speed Amplifier, and Gravity Amplifier are now provided.
Enhanced Mobs - Mob Enhancement Enabled - Changed to true, from false
Enhanced Mobs - Enhancement Chance - changed to 0.1, from 0
Enhanced Mobs - Hyper Armor Max Healing - Increased to 1, from 0.5
Enhanced Mobs - Enhanced Mobs Tattle Players - Whether Enhanced Mobs will tell other Enhanced Mobs if a player is a parasite or not.
Enhanced Mobs - Tattling Distance - How close Enhanced Mobs need to be to each other to notify them that a player is a parasite.
Enhanced Mobs - Enhanced Mobs Discover Parasites - Whether Enhanced Mobs need evidence to prove an entity is a parasite, and thus use their abilities.
Enhanced Mobs - Discovery Player Only - Whether Enhanced Mobs can only discover if players are parasites, not checking other mobs.
Enhanced Mobs - Discovery Distance - If an Enhanced Mob is this close to a hiding parasite, in blocks, they will instantly know that they are a parasite.
Enhanced Mobs - Bounties Enabled - Determines whether Bounties, an offshoot of the Discovery System, are enabled.
Enhanced Mobs - Bounty Place Chance - Chance for an idle Enhanced Mob to place a Bounty, rolled around natural despawning time. Only rolled if the mob knows about a Vagrant to report.
Enhanced Mobs - Bounty Player Distance Requirement - Minimum distance, in blocks, from a watching player required to place a Bounty.
Enhanced Mobs - Bounty Range - Base range for the effects of a Bounty. This is multiplied by the amount of them in the world.
Enhanced Mobs - Bounty Intervention Range - Maximum distance from the player an Enhanced Mob can be to still be called upon by a Bounty during an Intervention.
Enhanced Mobs - Intervention Intangibility Ticks - Amount of ticks within which Motes spawned by a Bounty will be invincible and phase through walls.
Enhanced Mobs - Parry Enabled - Whether Enhanced Mobs can parry attacks from naturally-spawned parasites.
Enhanced Mobs - Parry Player Inclusion - Whether Enhanced Mobs can parry attacks from parasite players or the parasites they create.
Enhanced Mobs - Bounty Intervention Time - Time, in ticks, in between each Intervention if in range of a Bounty.
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
Enhanced Mobs - Bounty Terminal Count - If the amount of bounties in the world reaches this number, their range will span the entire dimension.
Enhanced Mobs - Bounty Dimension Blacklist & Whitelist - Bounties cannot be placed in the dimensions in this list.
Enhanced Mobs - Bounty Entity Blacklist & Whitelist - Enhanced Mobs in this list will never place Bounties.
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
Enhanced Mobs - Critical Hit Chance - The chance that an Enhanced Mob will deal a Critical Hit, with increased damage and other effects.
Enhanced Mobs - Critical AOE Range - Range of AOE damage dealt by Enhanced Mobs whenever they crit something.
Enhanced Mobs - Critical Damage Multiplier - Damage multiplier for entities hit by an Enhanced Mob's crit.
Enhanced Mobs - Critical AOE Damage Multiplier - Damage multiplier for entities caught in Enhanced Mobs' critical AOE effect. By default, it reduces the damage by 30%.
Enhanced Mobs - Effect Amplifier Cap - Maximum negative effect amplifier Enhanced Mobs can receive.
Enhanced Mobs - Enhancement Dimension Blacklist & Whitelist - Dimensions where mobs cannot be enhanced.
Enhanced Mobs - Remnant Blacklist & Whitelist - Mobs which will not drop Remnants when enhanced.
Enhanced Mobs - Passives drop Remnants - Whether passive Enhanced Mobs can still drop Remnants.
Enhanced Mobs - Motes Enabled - Whether Enhanced Mobs can produce Motes.
Enhanced Mobs - Mote LOS Check - Whether an Enhanced Mob needs to be able to see their target in order to spawn a Mote to chase after them.
Enhanced Mobs - Stray Mote LOS Check - Whether any entity that is not a Mote's target must be visible to the Mote's owner in order to be struck.
Enhanced Mobs - Ticks Between Motes - Amount of ticks in between each Mote deployment.
Enhanced Mobs - Mote Intangibility Ticks - Amount of ticks within which Motes will be invincible and phase through walls.
Enhanced Mobs - Mote Count - Number of Motes deployed by regular Enhanced Mobs.
Enhanced Mobs - Boss Mote Count - Number of Motes deployed by boss Enhanced Mobs.
Enhanced Mobs - Mote Blacklist & Whitelist - Mobs which will not produce Motes in combat.
Enhanced Mobs - Passives create Motes - Whether passive Enhanced Mobs can still create Motes in combat.
Enhanced Mobs - Mote Teleportation Blacklist & Whitelist - Mobs which will not teleport with their Motes in combat.
Armageddon Timer - Days Until Armageddon - changed to 75 days, from 50 days.
Armageddon Timer - Clotting Presence Required - Presence value, out of 1.0, required to apply Clotting to all parasites.
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