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Licensed ARR
Published 4 years ago
Updated 2 weeks ago
All versions
1.9.12
Beta
SRP v 1.9.123 years ago 69.5K
Uploaded by
Compatibility
Minecraft: Java Edition
1.12.2
Platform
Forge
Supported environments
Client and server
Changes
v1.9.12 Changelog
Fixes:
- "Mobs with Griefing Task Blacklist" not working when parasites are looking for light sources
- "Biome Spawn Entity List" typo in the list
- Pree versions not spawning inside the parasite biome
- EntityWave missing lang name
- Heavy Bomber getting stuck in the floor
- Wraith getting stuck in the floor if it has a target
- Bogle getting stuck in the floor if it has a target
- Assimilated Enderdragon getting stuck in the floor if it has a target
- Removed COTH effect texture that was not in use
- Overseer getting stuck in the floor if it has a target
- Light Bomber getting stuck in the floor if it has a target
- Yelloweye getting stuck in the floor if it has a target
- Sometimes Heavy Bomber not following target
- "Link Chance" typo in description
- "Incomplete Cap" will now kill the mob with COTH instead of spawning particles on them forever
- "Assimilated Enderman Ally Teleport Damage" not working for Assimilated Enderman Walking Head
- Minecraft Mob Spawner blocks not spawning parasites
- Deterrent versions leaping on water
Configuration:
- Added Succor Category - SRParasitesMobs.cfg
- "Mob Cap" maximum value increased to 50000
- "Biome Spawn Entity List" Removed all Assimilated and Primitive versions from the list
- "Damage Types BlackList Mobs" description not required was removed
- "Damage Types BlackList Items" description not required was removed
- "Damage Cap BlackList" option removed
- "Damage Types BlackList" option removed
- "Mobs Additional Weakness" option removed
- Reduced minecraft:speed amplifier by 1 to all Dispatchers effects
- "Block Limit For Biome Infestation" from 8 to 4
- "Block Limit For Beckon Infestation Cooldown" from 40 to 200
- "Block Limit For Biome Infestation Cooldown" from 40 to 200
- "Heavy Bomber Explotion Multiplier" from 3 to 6
New options:
- "Mob Cap Per Player" - "Each Player will increase the mob cap by this value." - SRParasites.cfg
- "Colony Parasite Values Biome" - "Set to false if you want parasites from the list to spawn in Parasite Biomes ignoring points required" - SRParasitesWorld.cfg
- "Damage Deterrent RS" - "Set to false if you don't want Deterrents to die if the RS chance is 0." - SRParasitesSystems.cfg
- "Damage Cap BlackList Mobs" - "Damage (Only Mobs) that will ignore damage cap" - SRParasites.cfg
- "Damage Cap BlackList Items" - "Damage (Only Items) that will ignore damage cap" - SRParasites.cfg
- "Damage Cap BlackList Else" - "Damage (Everything that is not Mob or Item) that will ignore damage cap" - SRParasites.cfg
- "Damage Additional Weakness Mobs" - "Additional weakness (Only Mobs) for the parasites." - SRParasites.cfg
- "Damage Additional Weakness Items" - "Additional weakness (Only Items) for the parasites." - SRParasites.cfg
- "Damage Additional Weakness Else" - "Additional weakness (Everything that is not Mob or Item) for the parasites." - SRParasites.cfg
- "Armor Damage Types BlackList Mobs" - "Damage (Only Mobs) that cannot be learned by the armor." - SRParasites.cfg
- "Armor Damage Types BlackList Else" - "Damage (Everything that is not Mob or Item) that cannot be learned by the armor." - SRParasites.cfg
- "Damage Types BlackList Mobs" - "Damage (Only Mobs) Types that cannot be learned by the parasites" - SRParasites.cfg
- "Damage Types BlackList Items" - "Damage (Only Items) Types that cannot be learned by the parasites" - SRParasites.cfg
- "Damage Types BlackList Else" - "Damage (Everything that is not Mob or Item) Types that cannot be learned by the parasites" - SRParasites.cfg
- "Stage I Dispatcher Total Active Mobs" - "Number of Seizers/Sentrys this Dispatcher can spawn." - SRParasitesMobs.cfg
- "Stage II Dispatcher Total Active Mobs" - "Number of Seizers/Sentrys this Dispatcher can spawn." - SRParasitesMobs.cfg
- "Stage III Dispatcher Total Active Mobs" - "Number of Seizers/Sentrys this Dispatcher can spawn." - SRParasitesMobs.cfg
- "Stage IV Dispatcher Total Active Mobs" - "Number of Seizers/Sentrys this Dispatcher can spawn." - SRParasitesMobs.cfg
- "Bogle needed Health" - "Health (1 = 100%) needed to go invisible." - SRParasitesMobs.cfg
- "Wraith needed Health" - "Health (1 = 100%) needed to go invisible." - SRParasitesMobs.cfg
General changes:
- Cyst Blocks will not always make a sound when eating items (50%)
- The command /srpevolution getphase will now show you current parasite mob cap
- Nidus block will not spawn Dispatchers if current evolution phase don't support Nexus versions and instead will add points
- The Quench will now clean infested blocks in the same way as a purifier block instead of doing it instantly
- Updated "parasite_evolution_phases" Category description
- Changed texture for Beckon spawn eggs
- Changed texture for Deterrent spawn eggs
- Added tooltip for the Quench
- Vacumous cysts Blocks will now turn into Air Blocks when they are floating
Mobs:
- Moving Flesh will now use "Version Adapted Follow Range" option value
- Changed Longarms Wave Attack, will not use the new EntityWaveShock
- Warden will now spawn EntityWaveShock entities
- Host will now spawn EntityWave entities
- Herd will now spawn EntityWave entities
- Bogle now has the INVISIBILITY effect - will lose it when it shoots/gets hurt/its life is low
- Wraith now has the INVISIBILITY effect - will lose it when it shoots/gets hurt/its life is low
- Host will now use the primitive follow range config value instead of the assimilated one
- Pures will not summon tentacles if the current pahse does not support Nexus versions
- Assimilated Enderman will not damage other Assimilated Enderman by teleporting
- Succors spawned by Wraith/Bogle while invisible will gain invisibility for a short period of time
- The blast damage of the succor will now use the value of the damage attribute of the one who spawned it * 2
- Removed boss bar from the Haunter
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:MJX7HTHx:a0YvcAIk"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:MJX7HTHx:a0YvcAIk"
}

