0.3.1.0
Compatibility
Changes
Mobs:
Added the monstrosity, a new advanced+ unit that only spawns if the parasites have adapted to radiation
Nuclei, nestminds, and hiveminds will now special-evolve certain parasites into stronger ones around them when threatened. The special evolutions are: converted bee - injector, gory mass - gory beast, patroller - hunter, converted spider - hatchery, and infester - tank.
The bones placed by the conv skeleton’s death now decay into air
If parasites have adapted to radiation, bombs do an extra 10 damage and increase the radiation of the hit mobs by 5
Gave bombs a new explosion sound
Converted spiders now need a group of 4 in order to create a spider nest
Blocks:
Increased the hardness of nestminds, hiveminds, and mindtissue
Instead of random tick speed, nestminds and hiveminds now tick once every minute
Nestminds, hiveminds, and dreadminds can now deploy a blightlord to your skybase
Teeth worms now eat converted skeletons
Retextured nestminds and hiveminds
Retextured the biometal machinery component
Retextured the block of rubber
Items:
All tech armor glows in dark places (all of this code was made by Jack, creator of moss overgrowth)
Added 2 new syringes, nutrition and adrenaline
Added rich coal
Added night vision toggle for tech armor
Retextured all the batteries
Other:
Completely remade the small lab
Added 3 new enchantements: serrated, malx forging, and hyperefficiency
Added 2 new adaptations: water (from the nestmind and hivemind) and sound (from the hivemind)
Added advancements for radiation
Nerfed the radiation adaptation so instead of making all parasites immune to radiation, they now remove 1 radiation point from themselves about every 2.5 seconds if they are irradiated.
Edited the loot tables of some of the structures
Bug fixes:
Fixed the converted spider’s step sound being “spider dies”
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:sGdVXhFA:AJF7Tb2u"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:sGdVXhFA:AJF7Tb2u"
}

