The Adaptation Update Hope you brought 5 more weapons
Changes:
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Fixed a bug where you couldn't refill Brew Sacs. Thanks for making this apparent, no idea how I missed it.
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Adaptations! You can now adapt to damage if your bloom level is greater than 1 (primitive or above), and the stats for adaptations scale with bloom. Adaptations are lost on death.
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- Barring stats, they emulate standard parasite adaptations 1 to 1. Fire can prevent it, but you can adapt to fire, et cetera.
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- You will also receive the Heightened Senses effect (from base SRP) when attacked, adaptible, and One Mind is enabled in SRP's config. It doesn't do anything quite yet, players don't have follow ranges.
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- I'd argue we're getting into obscene levels of power with just this mechanic alone, but parity is parity.
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- I am willing to nerf this DAY ONE if I hear ONE PEEP that its unbalanced, so make your voice known!
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- Immalleable will prevent you from adapting to damage and drain existing adaptations.
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- The Foster effect (from base SRP) also fosters adaptations as well, in the same way as it does for other parasites.
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Along with that, the Phase Booster GUI has been modified to also show Adaptations.
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- It has been renamed to the Malleability Menu as a result. The Phase Booster slot also looks somewhat like the tier 1 phase booster to clue people in on what to put there.
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- This can also be used to forget damage types, in case you adapted to something you didn't want to. Hence why you have so few slots.
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- Hovering over a damage type's forget button will show the damage reduction it provides. Full adaptations will be purple in color. Technically it should be pink, but purple stands out more against the light grey background.
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- The GUI will only show your first 21 adaptations, since anymore wouldn't fit.
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- Don't go over that, alright? I'd argue more than 20 adaptations is just ludicrous anyway (looking at you Preeminents)
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I am currently brainstorming a way to sever your secondary head to delete all adaptations.
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- Storing them all in an appendage is a tradition in this line of work, just like being disguisting.
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- There are plans to give the Slicer (that scythe tendril that grew out of your head when you reached Assimilated Tier) a use in the future.
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Gore on death is now based on Corpse Bloom
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- If you are at Pure tier and die, you'll make Pure gore, ditto for the other tiers.
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Added an extra tooltip to Brew Sacs to mention that holding RMB (or whatever your Use Item key is) will refill it if you have enough biomass.
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A new mixin, this time for a vanilla class (RenderLivingBase) has been added, to make the hurt colors work.
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- This uses an injector into HEAD to the setBrightness method, and only cancels if mob in question is a player that can adapt.
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- If you get a crash regarding that method, it's probably my fault, then.
Config Changes:
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Biomass - Parasite Cost Settings - Decreased Primitive Tozoon cost from 40 to 35.
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- The Gnat and Primitive Vermin are on thin ice, yall clearly cannot be trusted
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Client - Adaptation Custom Hit Colors - Replaces standard hurt colors with adapting parasite colors, for parity.
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Bloom - Player Adaptation - Whether adaptations are enabled or not.
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Bloom - Bloom for Adaptation - Minimum bloom level needed for adapting to damage. Defaults to 2, or Primitive. for reference, here are the bloom tiers:
Inborn - 0 Assimilated - 1 Primitive/Stage I Nexus - 2 Adapted/Stage II Nexus - 3 Pure/Crude/Stage III Nexus - 4 Preeminent - 5 Whatever ends up replacing Ancients idk/Stage IV Nexus - 6 and so on...
- Bloom - Adaptation Stats - List of adaptation stats for each bloom level. Read the comment on the entry for more info, its a little complicated. "0;12;0.05;0.7;0.7;2", "1;12;0.05;0.7;0.7;2", "2;12;0.05;0.7;0.7;2", "3;10;0.1;0.8;0.5;3", "4;8;0.125;0.95;0.3;4", "5;5;0.2;0.9;0.3;5", "6;4;0.25;1.0;0.2;6", "7;4;0.25;1.0;0.1;7", "8;4;0.25;1.0;0.05;8"
What goes around...
Changes
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You can now store Dispatchers and Beckons that are below Stage IV.
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- They don't like it very much, and concerns will be voiced.
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- People wanted beckons to be salvageable but the hive can't afford to waste resources like that.
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- In order to account for possible loss of RS beckons, stored parasites will now be released when you die, possibly avenging you.
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Blocks from this mod cannot be broken by parasites anymore. The light source exception does not apply here.
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- This is actually for parity with SRP's biome blocks, which the parasites also cannot break.
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The Osmosis's GeoBlockRenderer has had its rendering modified to remove lightmap setting code. This caused crashes for some users.
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- If new crashes occur whenever rendering or placing the Osmosis, please let me know.
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Modified reagent tooltips, they should now show if a reagent is a damage amplfier, effect source, intensifier, or a combination of the three.
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Electrobob's Wizardry compatibility. Should now work with spell animations enabled, but it's still a little experimental.
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A new threat has been added to the world for the parasites to contend with. HEAVY WIP.
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- This can be disabled in the config, and in fact is by default. Not that I wouldn't want to see this surprise somebody.
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- By "contend" I don't mean directly fight, as there are no entities yet to kill. This threat should ideally rely on existing features.
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- You may notice a new addition to your otherwise peaceful sky (unless you aren't a parasite). That's it.
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- Don't look directly at the bugs!
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- You may notice that texturing is not my strong suit. Tragic.
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- It will get closer and closer to fully manifesting as time goes on, giving you more problems to deal with.
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- So far none of those problems have been added. There are a few planned, but if you have ideas, feel free to suggest them.
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- Once things get bad enough, the visual effects will persist regardless of where you are looking
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- Current Plans: (May not come to fruition)
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- Burning in direct sunlight (70% presence) (it can see you)
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- Enhancing mob AI and stats (unique stuff for things like Vindicators) (0% presence, scales and more often as presence increases)
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- Certain structures will have important items (90% presence)
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- [Exposure] (unknown)
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- RPL and the COTH rework will intensify as presence increases.
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- If it manages to infiltrate your world, the parasites will be wiped off the face of the map, you along with them, and the Evolution Phase for all dimensions will be set to -2, with an accompanying message and sound.
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- The Phase 1 sound is used as a placeholder for now, I need to either learn sound design (scary) or find and capture a wild Sound Designer (illegal). What was the capture rate, again?
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- Since this is so early in development, it may not make sense that it would be able to just delete a whole worldwide faction, especially one known for its strength and tenacity. This should make more sense once it's more finished.
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- There currently isn't a way to actually get more time, hence disabled by default.
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- Ey, if you want to play the demo version of minecraft again, go ahead
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- This is something I've wanted to add for a while, to give Singleplayer more of a purpose. That's the mode I prefer, anyway.
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- Don't expect this feature to be done for a while, I'm only one guy, with a standard for quality that is writhing in pain right now.
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Because of the above, this mod also has save data now. Apologies if that becomes an issue.
Config Changes
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New Category: Armageddon - The new threat has its own config category.
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Client - Eldritch Fog - Toggles the visual effect when staring in its general direction.
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Client - Max Fog - Scales the visual effect when staring in its general direction.
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Client - Eldritch Desaturation - Whether the closer it gets, the less colors you see. Apparently not having eyes doesn't matter.
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Client - Eldritch Silence - Toggles the stopping of sounds when staring in its general direction.
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Factory Behavior - Extra Parasite Drops - added ender pearl drops to the Assimilated and Feral Endermen, but only when getting drops through a Factory.
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- The chances should mimic vanilla pearl drop rates, at a 50% chance. The chance and quantity are higher for Feral Endermen.
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- This is also a reminder that if your targets get assimilated too quickly, you can add the drops that you want to the configs like this. That way it's still obtainable. "srparasites:sim_enderman+srparasites:lurecomponent2;50;1;false", "srparasites:sim_enderman+minecraft:ender_pearl;50;1;false", "srparasites:fer_enderman+srparasites:lurecomponent2;25;1;false", "srparasites:fer_enderman+minecraft:ender_pearl;75;3;false"
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Brews - Recipes - Damage Modifiers - Changed Essential Segment to Maw (lurecomponent6 to parasitemouth) since essential segments are sourced from easily farmable parasite saplings. The maw should appear in the biome.
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Brews - Recipes - Brew Effect Potion Recipes - Halved the cost of Scrying. You'll need to remake the brew in order for this to apply (or just use nbt editing)
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Let me know if any of the brew mechanics are too expensive.
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Latch - Storage Blacklist - removed beckon_si-siii and dispatcher_si-siii
Finally, an actual update. Small one, though. Mostly revolves around Antibodies. That effect has been neglected over the dev cycle. Maybe Recuperation is next? Someone mentioned crashing when placing the Osmosis. If you see this bug, make an issue with the crash report.
Changes
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Changed the name of the Creative Tab: "SRP: Cotesia Glomerata" -> "Cotesia Glomerata"
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Fixed Osmosis taking on a custom name when it doesn't even have a GUI. Could likely cause a crash on servers, I18n and all.
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Antibodies is now only applied via Nades from Yelloweyes or Wraiths. Other parasites can now receive the effect as well.
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- Primitive Yelloweyes apply Antibodies I for 10 seconds (200 ticks).
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- Adapted Yelloweyes apply Antibodies III for 20 seconds (400 ticks).
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- Wraiths apply Antibodies X for 5 minutes (6000 ticks).
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- All of this is configurable, with the config using ticks instead of seconds or minutes. Setting the duration to 0 disables that method of application.
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- To clarify, there are 20 ticks in a second, and 1200 in a minute.
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- The original application method felt out of place. This new one gives Yelloweyes more of a use (not that they didn't have one). Also, the Wraith gets it too, but it probably didn't need it.
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Antibodies now gives immunity to Instant Damage and Levitation on top of its current roster. The configs have been changed to reflect this.
Config Changes
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Two new Blocks options: "Extra Light Height" and "Extra Light Depth", which increase the block check radius upwards and downwards, respectively, to see if they are parasite light sources.
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- People like putting their lights in the ground instead of on it, so having the extra depth be 1 by default accounts for this. You can disable it if you want, though.
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- Please note that the check is from the mob spawning's position, not the light source's. So a torch 1 block above the ground will still fail to allow spawns. Parasites won't break it if you placed it wrong, though that doesn't mean they are happy about it.
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- Along with this, the config options relating to light sources have had minor tweaks to their descriptions to account for this.
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Client - Verbose Factory Description - Toggles that screen-filling tutorial on how Factories work. Client-side, so you can disable it while your friends can keep it on.
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- Also, any shift key works now, not just LSHIFT. I'd add a custom keybind, but Keyboard.isKeyDown has proved untrustworthy in the past when working with Keybindings.
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- Added a line to the tutorial mentioning this config entry.
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Client - Show Numerical Bloom - Changed from false to true by default, since people may not have the icons memorized quite yet. This shows your current bloom level as a number on top of said icon.
Changes
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Replaced the crash on startup for missing mixins with the standard Minecraft "missing mods" screen. Should be less confusing.
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- That might be why people are crashing a lot on startup.
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- The blockade can be disabled in the config.
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Config entry for the Missing Mixins Exception has been modified to reflect this:
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- "Whether to block starting the game (with a GUI) if this mod detects mixins not being loaded."
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Why did this take so long? Displaying the Missing Mods GUI was cumbersome, none of the FML-prefixed events seemed to work. That and I didn't even know how an hour ago.
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- Had to listen for the Main Menu being displayed instead, and only once. There goes an hour of my life...
New Blocks:
- 2 new light sources, the Gloom Torch and Dread Lamp - Emit light, but don't prevent parasite spawns. The torch has the same light level as a normal torch.
- Chitin - A very dense block akin to Obsidian. Same mining level, but has hardness 60 instead of 50.
- (Fun fact, the Dread Lamp is a holdover from when this mod used to be an MCreator mod, lazy texture and all, but that was a v e r y long time ago)
- (More content from that phase might make it in if I deem it worthy, another feature has me thinking...)
Also, to clarify, the Parasite Biome won't turn torches into gloom torches, same goes for any other utility blocks added by this mod.
New Item trades:
"minecraft:torch;srpcotesia:gloom_torch", "minecraft:obsidian;srparasites:parasiterubble#7", "srparasites:parasiterubble#7;minecraft:obsidian"
New Config Options:
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Sneak To Dissolve - Whether you can dissolve parasites into biomass by sneak interacting with an empty hand, rather than needing a Factory.
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- That's right, that was a bug! It's a feature now, provided your hand is empty. Hopefully.
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Blocks, a config category, with all the stuff relating to the new light sources.
Other changes:
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Living Pick-axe now harvests this mod's blocks faster, for parity with SRP's blocks. Also harvests Chitin even faster.
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Brew Potion effects should now translate correctly.
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This mod's light sources (determined using IInfectedLightSource, an interface, for any rabid modders out there) are not broken by parasites. The same goes for any directly adjacent light sources.
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Fixed item tooltip-related methods not being client side only.
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Note - Parasites congregating around their Factory is not exactly intended behavior. It is nice, though, so I'll keep it in.
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The COTH Rework now fully prevents COTH from being applied. This should fix Buglins using black magic to circumvent it.
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- For some reason I did this with a check every 10 ticks instead of an Application Event, I even had another listener for that event in the same file, yet didn't connect the dots. Tragic.
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The mod's description on Curseforge has been modified to explain certain mechanics. If you're still confused, leave a comment and I will try to clarify.
Boo hoo:
Really sorry for the radio silence, I've been rabidly checking this mod's comments/issues to see if any bugs came up. That and college, but I had the page open in class so it's more of a copout. I can't fix bugs I don't know about (Apparently Pecora is just crashing nonstop, hoping my mod doesn't burst into flames on Linux).