Changes: -for each piece of armor that has the charred mutation ur victims will be set on fire for 2 seconds on hit. -Changed the recipe for dense muscle plates. -Changed the texture for dense muscle plates. -Added multiple texture variants for the glowing mycelium , rotten branch. -The rotten sapling will now slowly decay until its just a bunch of scrubs on the ground. -Mob hallucinations are now more one person oriented so only the affected individual and not another person with madness can see them. -Starting at madness level 2 basic infected mobs which are far away will look like their noninfected counterparts. -Starting at madness level 5 the hallucinations will also give blindness. -Removed the Claw spawnegg -Reduced the Hp of the Phayres from 50 -> 35. -Improved the movement mechanics of the jagdhound -Changed the model of the Sieger -Changed the model of the volatile -Changed the model of the reconstructed mind. -Added a glowing pulsating layer to the volatile and the Hexenmeister. -Removed the days before spawn config..(tried to fix it soo many times ,I just despair) -The Zoaholic now has INFINITE range. -The Stinger projectile shot by the Phayres variant now applies mycelium infection as well. -When a Proto dies it will call all of the calamities in its range at its place. -Updated the name list for the infected adventurers -Added the volatile and Axtwerfer to the max vigil raid list. -Linked Infected can now open doors.
News: Items: -Forgotten record. -Forsaken record. -Organoid membrane. -Biomass bacon. -Organoid soup. -Fungal sauce. -Frozen decayed biomass. -Meaty Icecream. -Tendon Gum. -Skull Soup. -Decayed Limbs. -Decayed Torso. -Stuffed Torso. -Cooked Torso. -Heart Pie. -Slice of a Heart Pie.
Structures: -Asylum(hospital variant) -Celltower -Cell -Lodge -Mass Grave -Military Camp -Prison
AI: The proto now utilizes a basic neural network for choosing what organoids to spawn. The proto will now despawn infected within its area to gain biomass for building its walls or creating organoids. Mobs: Axtwerfer(Hyper).
NukeEntity(Utility).
Adaptations: Howitzer(Elephants Foot).
Mechanics: Added a tutorial inventory for the incubator , zoaholic , cdu. Now the recipes for the surgery table can be displayed when clicking the paper without jei being installed.
Achievements: -Scanning an organoid membrane.
-Added advancements for all the mobs.
Commands: -A command for despawning all spore mobs. Config: -Added drops for the Womb, Delusioner and Verwa
Changes: Reduced the search range of the infected construct from 32 to 16. The bile sacks of the howitzer now pulsate instead of perpentually glowing. Now the chance for a specter to spawn out of a linked wondering trader is 100%. Tendrils will now longer reach for BCUs. The inner storage of the BCU has been increased and the GUI has been changed. Now the descriptions of spore items work via a new advancement system instead of the previous tag one. Improved the textures for the laboratory blocks. The proto will also spread infection every 5 mins or so in a radious 2 times bigger than the one of a max mound. The CDU will now clean every 5 seconds instead of 3 and with a higher degree. Fixes: Fixed multiple crafting bugs. Additional small performance inprovements Having the Phayres get bugged out by a random stroll goal.
News: -Added Italian translation -Several new advancements with many more to come.
Changes: You can now find syringes or compound plates in equipment chests within structures. Fixes: Some typos in the translations Fixed a bug that would cause the game to crash from xp drops.
News: Items: Syringe Syringes with blood samples for all the mutation types for armor and weapons.
Removed John Fungal...?
Changes: Spitters cannot see entities that are in water. Removed the Stunt effect. The proto will be more careful for where it spawns wombs Organoids will need atleast 3 blocks with hardness less than 4 under them to spawn Increased the range of the scanner. Changed the model of the womb. The base biomass value an infected gives to a womb is now 10 -> 5. Now the biomass an infected gives to the womb its doubled if the infected is evolved and quadruppled if the infected is a hyper.
The droplist for the infected villager , pillager, evoker , vindicator , husk and all of its evolutions.
Fixes: Fixed the functionality of the Infected Claw not being updated(1.19.2 bug)
News: Mobs: Nuckelave(Evolved) Hexenmeister(Hyper) Hexenmeister Claw(Utility)
Items: Hardening agent Refining agent Integrating agent Mutation Syringe
Fried Wing Membrane Surviver's Feast
Blocks: Crusted Bile Surgery Table
Variants: Hazardous Brauerei Villager and Drowned variants for the Scamper.
Mechanics: Infected can heal in bile. The crafting system has been reworked , now infected weapons and armor require a surgery table to be crafted. Weapons now can be enhanced within the surgery table using agents , this can also lead to weapons having mutations. Current weapon mutations "Vampiric , Toxic , Rotten ,Bezerk and Calcified",check the wiki for more info on their capabilities. Current armor mutations "Reinforced , Skeletal , Drowned and Charred",check the wiki for more info on their capabilities.
Removed John Fungal...?
Changes: The Tumoroid Nuke of the Hindenburg will also leave fire around if the Hindenburg is overclocked. The Tumoroid Nuke has a chance to be a "bunker buster" will less blast but deeper impact on the Y level. The Hindenburg's air movement have been slightly tweaked. The damage cap that is available for evolved and hyper on hard mode will now be calculated as 1/3 of the hp of the mob. Now the proto will check the hardness of the block its target is on if its above 3 it won't summon organoids. Reduced the average durability of spore weapons. Lowered the amount of body parts one can find in an organ chest. You can now find gas masks or scanners in armor chests.
Fixes: The Phayres being a lag machine. The Infected drowned pathfinding being buggy. The proto world modifier being buggy at times on servers. Reconstructed minds being broken by flowing water.
News: Config: New config options for the tendrils. New config options for the CDU. New config options for explosions. Mobs: Infested Construct(anomaly) Nepalm Griefer(variant) Ogre(hyper) Bloater(evolved) Scavenger(evolved)
Items: Sicken Tumor Calcified Tumor Bile Tumor Frozen Tumor Scanner
Costumes: Christmas Hat for the Proto Hivemind.
Mechanics: New spore raid mechanic when setting a brain remnant on fire. Right clicking on a vigil will give their summoner the glowing effect New despawn mechanic for organoids to prevent overcrowding Now a sound effect will play when a evolved becomes a hyper no all nearby players. Added a global sound event for when a calamity is being created. Added a global sound event for when a calamity is being redirected.
Removed John Fungal...?
Changes: When planks or stairs are converted into their decayed counterparts they have a chance to fall to the ground. The flesh bomb of the howitzer will now adjust their fall towards their target. The chance for a wendigo to take off an armor piece has been changed from 10 to 2% per slot of armor The model of the Brute has been updated The block throwing abilities of the brute have been changed The cdu can now break outpost watchers and organite blocks News: Added the armor increasing mechanic of the inquisitor to the knight. More variants for the idle sound of the infected.
Removed John Fungal...?