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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.

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.
    • 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.
More on that... (Spoilers)
  • In the first chest you open, you'll find a Trustworthy Note. (at night)
  • 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)
  • 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!
  • 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.
  • 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.

    • 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 were made by Factories.
  • 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 if you have a Latch active.

  • A new GUI for managing Adaptations and Phase Boosters.

  • 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 (salvage, 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.
  • 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.

  • 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.
  • Factory-specific enchantments.

    • Fluidity - Factories will produce parasites faster. 10% reduced production time per level, up to 50% at level 5.
    • Cunning - Parasites deal extra Minimum Damage, which pierces most forms of defense. Increases Minimum Damage by 1 per level, up to 5 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.
    • Throwing - Causes the Kyphosis to throw nearby parasites at enemies. The parasites will receive Rage II for 10 seconds.
  • Several new blocks to mess around with.

    • The "Crafting Table" will damage non-parasites that attempt to use it.
    • 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. It is integral to advancing.
    • 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.
      • 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.
    • 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 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.
    • The Well Divining Rod is a non-parasitic tool that emits sparks in the direction of Wells. It is crucial to destroying them and advancing.
    • The Vagrant Divining Rod emits red mist in the direction of the nearest Parasite Player (or Vagrant). It is crafted using Assimilated Flesh, Redstone Dust, Nether Quartz, and Diamonds.
    • 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 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.
    • 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.
    • 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.
  • Parasitic equipment can be repaired by sneaking near a Primitive or Adapted Summoner.

    • 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
      • Any Feral - Putrid Unit
      • Assimilated/Feral Enderman - Ender Pearl
      • Assimilated/Feral Cow - Leather
      • Assimilated/Feral Horse - Leather
      • Asssimilated/Feral Sheep - Wool and String
      • Host and Herd - Bone
  • 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.

  • A few new commands.

    • /setbloom <player(s), optional> <number> - sets the recipients' current Bloom tier to the provided number.
    • /setbiomass <player(s), optional> <number> - sets the recipients' current biomass count to the provided number.
    • /setkills <player(s), optional> <number> - sets the recipients' Kills Contributed to the provided number.
    • /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)> <message> - 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.
    • /atimer <set|add|subtract> <amount> - modifies the Armageddon Timer. Related to the new threat.
    • /ante <set|add|subtract> <amount> - modifies Ante. Related to the new threat.
    • /srpcwell <get|clear> <dimension id, optional> or /srpcwell <add|remove> <x> <z> <dimension id, optional> - Creates, destroys, or prints information about Wells. 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 be atomized in sunlight. While Fire Resistance can prevent this, the sunlight has a chance to remove the effect each tick, so it is best to move quickly!
      • 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, and have a 50% chance to deal increased damage based on SRP's Fire Damage Multiplier. When this occurs, it also sets the parasite on fire.
      • Enhanced Mobs will drain adaptations on hit, 2 points for each damage source
    • 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.
  • 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 new Random Point Loss system which punishes you for existing. Points lost scale with the phase, and you might end up dropping from Phase 3 to Phase 0 instantaneously.

    • A special message will play ominously when you lose points due to this.
    • It can be disabled or modified in the config.
  • 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 compatibility, SRP's configs can give them target tasks now.

  • Probably bugs.

In all seriousness, this mod is fairly new and probably not very well balanced. Feel free to suggest changes (especially new Brew effects, Biomass cost changes, or reworks to existing mechanics) but stay within sensibility.

Known Issues:

  • Incompatible with Better Portals and the Forge version of Phosphor. This is due to their extremely old mixins.
  • 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
  • Pecora for proving that the mod really was held together with duct tape and prayers (and moral support). I am sorry.

Project members

roguetictac

Developer and "Artist"


Technical information

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