Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Changelog
memories
this is not the well rework, I just saw some defaults I didn't like.
This update included a minor internal change for the Dendritus. It is highly advised to pick up and place down your Dendritus once you update. They will be reset to Stage 0, voiding their effects until they random tick or you right click/replace them.
Changes
-
Fixed Obfuscate-related head rendering issue.
- Note that Obfuscate is not compatible with Real First Person 2, so combining the two mods may cause issues.
-
Hermit's Arsenal: Killing a Parasite Player with a Living Core in the offhand will do the following:
- If the Parasite Player is Tier 3 (Adapted), then the core will become a Vengeful Core.
- If the Parasite Player is Tier 4 (Pure), then the core will become a Wrathful Core.
-
Fixed an issue where a residual hit color indicator was showing even if the player in question was hidden.
- In other words, Adaptation hit colors are now properly hidden if you are hiding.
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Creative Mode should make spending biomass free.
-
The tools from this mod have received repair items:
- Living Scalpel and Pick-axe are repaired with Altered Tendons, unlike other Living Tools, due to their contentedness
- Well Divining Rod is repaired with Blaze Powder.
- The Masticator is repaired with Beckon Membranes.
-
The Living Scalpel will refuse to salvage any drops if its durability is 1 or below (provided its max durability is higher than that. If not, it'll break as normal).
- Since enchanting the scalpel is incentivized now, I didn't want anyone accidentally breaking theirs.
-
When getting drops from a Factory, Looting levels now increase the yield.
- This is governed by a new config option which increases the amount of items per looting level.
- This works similarly to the unique neighbor bonus Factories already had.
-
The Minimum Damage and Percentage Minimum Damage attributes should now work properly on adaptible parasites, and have proper display names.
- The internal functionality has been altered to emulate SRP's minimum damage more closely. It also shouldn't pierce totems anymore.
- Percentage Minimum Damage is referred to as "Minimum Damage Conversion Rate" to better indicate what it does.
-
Using a Factory on a placed bound Factory should now copy its bound parasite.
-
The overlay for trading should now mention the proper key.
-
Most tooltips will now be properly hidden if the reader isn't a parasite.
-
The Trustworthy Note's message for the Evolution Phase being too high has been changed.
-
The COTH indicator should work properly on servers now.
-
The Explosion brew effect should no longer crash servers.
-
Factories should now move substantially less.
-
Dendriti now store their corresponding Dispatcher's Stage instead of just the range.
- This means that existing Dendriti should be interacted with or replaced to update their data.
- This is also an excuse to refer to their Stage as if they are a Nexus version.
-
Wells that are somehow inaccessible (dimension removed, or outside of the configured well spawning range) will be moved to the Overworld, or 0, 0, or both.
- Each time the server prepares to drain points via wells or spawn a new well, it will check each existing well to see if they are in a valid location.
- If there are no spawnable dimensions, all wells in the world will be cleared and no more will spawn.
-
The maximum Well distance has been reduced from 100k to a more sensible value, 20k.
- I thought it was 10k too tbh
-
the /srpcwell command now has a new argument: "fix", which forces the retroactive relocation/removal behavior. It has an optional dimension argument.
-
Fixed a minor internal issue with the /srpcwell command and dimensions.
-
Parasites created by a Factory cannot despawn.
- This only applies to them, not just parasites with the tag. So if an Adapted Summoner makes a few Assimilateds, those refer to normal despawning logic, but will also be Factory-Spawned.
-
Added Dismissal System
- Stage IV Beckons will dismiss unoccupied Stage IV and III Beckons close by, and gain 1 Damage Cap (configurable) each time.
- The check is done every minute, in around a 14 block radius.
- The game will only start keeping track of parasite creation time once this update comes out, since it added the functionality.
- In order to still allow for dismissal, for beckons with equal ages, the one that ticks first will dismiss the others, if in range.
- A few other minor features have also switched to this variable.
- If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.
- If the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.
- This is meant to remove excess beckons spawned by Stage IV Beckons, which when unhindered (a.k.a when a parasite player protects them) can lag servers.
- This can also happen if nobody handles the beckon problem.
- This only ever really happens outside the Parasite Biome.
- This feature might be removed at some point, at least for dismissing Stage IV beckons, since this is probably a bug
- Stage IV Beckons will dismiss unoccupied Stage IV and III Beckons close by, and gain 1 Damage Cap (configurable) each time.
-
More torches should now be convertible:
- Aether & Aether II Ambrosium Torches
- Bone Torch's Bone Torch
- Realistic/Survivalist Lit and Unlit Torches
- The Betweenlands' Sulfur Torch, and its Extinguished variant.
-
More precautions have been taken to make sure the Assimilated Adventurer does not despawn during the Trustworthy Note cutscene.
- If the position you are in is unloaded and the Adventurer cannot be found, the process will complete early.
- If you leave the game mid transition, you should retain your progress. Good for if the server dies or something.
- The Adventurer now receives the Dazed effect during the process, preventing it from wandering or attacking enemies.
-
Beckons infecting blocks (Not the biome infecting blocks) will now award point credit to the player that spawned them, if applicable.
-
More has been done behind-the-scenes to make sure the Factory-Spawned marker carries over. It should carry over now for the following:
- Right clicking on a Dispatcher Nidus with an empty hand (can be disabled)
- Reinforcement System, wherein the Beckon spawned will be Factory-Spawned (can be disabled)
- Beckons spawning more Beckons (see above)
- Parasites spawning more parasites, generally
- Bombs spawning parasites (such as that from the Heavy Bomber)
-
The Factory-Spawned marker no longer makes a parasite salvageable by default.
- This means you can own a parasite but still be unable to dissolve it.
-
Fixed a bug where dying to a living entity would crash the game.
-
Rudimentary Crafttweaker support!
- New fields for IPlayer: isParasite, corpseBloom, parasiteBiomass, and parasiteMaxBiomass.
- These correspond to whether a player is a parasite, their current bloom tier, the amount of biomass they have, and the maximum they can attain.
- Maximum Biomass will be altered whenever a player's bloom tier changes, regardless of what is done in scripts.
- It's really only here for the getter.
-
Fixed Desaturation Shader still rendering if its intensity was zero.
-
Fixed the repairing mechanic causing sounds to play when no repair occurred.
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Nocube's SRP Addon items have been added to the repairing whitelist.
-
The beheading check is now done after armor calculations, and presumeably as a result other cancellations of attacks, where it will fail.
- It also has a health threshold, if the post-calc damage is less than 7 health (3.5 hearts), beheading cannot occur.
-
The Trustworthy Note (and the Faustian Note) have been retextured. Should look a lot nicer now.
- The Trustworthy Note also no longer has the enchantment glint. The Faustian Note still has it, though.
-
New Item: Faustian Note
- Looks like and functions identically to the Trustworthy Note, except without the Evolution Phase requirement.
- Can be obtained by trading a Book or Trustworthy Note with a Factory.
-
New Item: Macabre Pearl
- When used on a parasite, that parasite will follow its creator much more readily than usual.
- They will teleport if out of range.
- Use the item again on the parasite to toggle this behavior.
-
New Item: Factory Innards
- Drops from Factories. Does not have a use currently.
- This item will have no use for Parasite Players, and it is advised that they destroy them.
-
Chitin is now made in batches of 16, not 9.
-
Projectiles from parasite players will no longer impact parasites. This is an expansion of previously Latch-exclusive behavior.
- This only applies to projectiles that use or extend vanilla classes, such as EntityFireball.
-
Phasing is now applied in increasing amplifier depending on the stage of its corresponding Dispatcher.
- Phasing now has a chance to prevent projectiles from impacting its bearer, increasing with amplifier.
- The chance is configurable. It defaults to 20% per level, so for a Stage IV Dendritus, there will be an 80% chance for projectiles to phase through parasites.
- Parasite Players now recieve Phasing passively when in range of a Dendritus.
-
A Stage II or higher Dendritus will apply Phasing to all parasites that spawn in range, much like a Node.
- The effect has a 0%/33%/66%/100% chance to be applied, depending on the Stage.
- The parasites that don't receive it on spawn can still receive the effect via the original method.
- This means that parasites that normally can't break blocks may receive the effect.
-
The Dendritus' tooltip now mentions that it intentionally prevents parasite block breaking behavior.
- This was the whole point of the block, but it was never mentioned for some reason.
-
Giving a Dendritus to a Dispatcher should be less finicky now, and shouldn't give the Dendritus temporary extra range.
- It also no longer bypasses the requirement that a Dendritus be outside the range of another Dendritus.
-
New Block: Cartilage
- A weak, foamy block, meant to be a simple building block in the Parasite Biome.
- Mined faster with a Shovel, but you don't need one to break it.
- Can be made in large quantities from Altered Tendons and Hivesoil/Visceral Mud/Hivestone. Hivestone gives a whole stack, as opposed to just 16.
- The Biome cannot spread to this block. It can be used as a barrier to areas you don't want converted.
- It is, however, somewhat toxic for non-parasites, rarely giving them Bleeding within a 2 block radius.
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Presumeably fixed parasitic webs still affecting parasite players.
-
Increased the Latch's Attack Damage and Max Health to 10 (5 hearts), from 2.
- Additionally, the Latch's Attack Damage and Max Health will now increase by 5 for each bloom tier after the one you unlock it at.
- So with a default config, at Tier 2 (Primitive), the Latch will deal 20 damage each hit. At Tier 3 (Adapted), it'll deal 30.
- All of this is affected by SRP's attribute scaling, following it more closely than before.
- The Latch will still refer to the Player's attack damage if it is greater.
-
Certain Factories have received new salvage drops:
- Assimilated & Feral Sheep: Wool and String, with String being rarer
- Assimilated & Feral Cow/Horse: Leather
- Host & Herd: Bone
-
Added in some new Factory Trades:
- Visceral Mud <-> Sand
- Fortified Bone <-> Bone Block
- Book or Trustworthy Note -> Faustian Note
- Thin Parasitic Log -> Sugar Canes (Originally Dark Oak Log)
Config Changes
-
Block Settings - Cartilage Bleeding - Whether Cartilage causes nearby mobs to bleed uncontrollably.
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Well Settings - Well Max Distance - Reduced to 20000, from 100000
-
Well Settings - Retroactive Well Removal - Whether all wells will be removed if there aren't any usable dimensions.
- A sound will play and draining/spawning won't occur if this is disabled.
-
Well Settings - Retroactive Well Relocation - Whether all wells will be removed if there aren't any usable dimensions.
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Factory Behavior - Spawn Persistence - Whether created parasites cannot despawn.
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Dismiss Beckons - Whether Stage IV Beckons will dismiss younger Stage III-IV Beckons.
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Dismissal Value - Amount of Evolution Points generated when Stage IV Beckons dismiss younger Beckons.
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Dismissal Damage Cap Increase - Amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap by.
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Dismissal Damage Cap Maximum - Maximum amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap to.
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Reinforcement Ownership Transfer - Whether spawning Beckons via the Reinforcement System (or similar method internally) will carry over the Factory-Spawned tag.
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Block Settings - Use Dispatcher Nidus - Whether parasite players can right click on Dispatcher Niduses to spawn in a Factory-Spawned Dispatcher, provided they have enough biomass.
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Factory Behavior - Item Trades - Duplicated Gloom Torch trade for several modded torch variants, and added a couple of new ones: "minecraft:sand;srparasites:parasitestain#1;5", "srparasites:parasitestain#1;minecraft:sand;0",
"srparasites:parasiterubble#1;minecraft:bone_block;0", "minecraft:bone_block;srparasites:parasiterubble#1;5", "minecraft:book;srpcotesia:faustian_note;0"
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Factory Behavior - Extra Parasite Drops - Added new drops: "srparasites:host+minecraft:bone;25;15;false", "srparasites:hostii+minecraft:bone;30;20;false",
"srparasites:sim_cow+minecraft:leather;25;3;false", "srparasites:fer_cow+minecraft:leather;30;6;false", "srparasites:sim_horse+minecraft:leather;20;5;false", "srparasites:fer_horse+minecraft:leather;25;10;false", "srparasites:sim_sheep+minecraft:wool;25;3;false", "srparasites:fer_sheep+minecraft:wool;30;6;false", "srparasites:sim_sheep+minecraft:string;10;8;false", "srparasites:fer_sheep+minecraft:string;20;16;false"
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Biomass Settings - Repairable Items - Added nocube's mod ids.
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Bloom Settings - Beheading Threshold - Amount of post-armor damage needed to be dealt to behead a parasite player.
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Bloom Settings - Beheading Threshold Fire - Whether fire damage bypasses the threshold.
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Factory Behavior - Looting Drop Factor - The fraction of the looting level to convert into bonus drops. Only applies to the Living Scalpel.
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Item Settings - Living Scalpel Anti-Break - Whether the Living Scalpel should try to avoid breaking if possible. Only applies if its max durability is greater than 1.
== Mobs
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Latch - Attack Strength - Increased to 10, from 2.
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Latch - Max Health - Increased to 10, from 5.
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Latch - Attack Strength Per Tier - Amount to increase the Latch's Attack Damage by with Corpse Bloom.
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Latch - Max Health Per Tier - Amount to increase the Latch's Maximum Health by with Corpse Bloom.
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Factory - Drops - Items that the Factory will drop.
Files
Metadata
Release channel
BetaVersion number
1.0.17Loaders
Game versions
1.12.2Downloads
60Publication date
May 12, 2024 at 6:56 PMPublisher
roguetictac
Developer and "Artist"