Just some housekeeping
None of the retextures are here. I want to release all of those (alongside any remodels) all at once, so that will take a while. It'd look strange if I didn't.
Changes
Incomplete forms produced via mobs being below the health threshold will now have their owners properly marked now.
Added recipes to create the Nidus Accumulator from Altered Tendons or Toxic Lungs, instead of Dispatcher Membranes.
The Macabre Pearl now also shows what parasites are yours when held, alongside the Factory. Additionally, Loyal parasites will have the witch potion particle effect when either item is held.
Light Block breaking behavior for parasites now ignores all infected blocks from this mod, rather than just light sources. It might have already done that, but better safe than sorry.
Removed a since-deleted lang entry from the tooltip for the Bloody Clock.
Using the Macabre Pearl on a Factory will cause any parasites it creates to be Loyal, as if the pearl was used on them.
Factories are now forced as Factory-Spawned internally. Just figured that made sense.
Added a bit of dialogue for trying to use a Macabre Pearl on a Latch. That would be pointless.
New Item: Blighted Mirror
New Item: The Pact (Resolute)
The Pact now must actually remove parasites in order for it to receive the 10 second cooldown. If it doesn't, it'll only be 1 second long.
Fixed Monarchs not yielding parasite parts when salvaging with a Factory.
Fixed Fear Panic behavior affecting non-parasites. Very embarassing, I'd hate to be the guy that did that
Parasite Players will have their particles from the Rage effect rendered at knee level to prevent blocking their view.
Additionally, Parasite Players will not have their particles render if they are hiding. This prevents the Rage effect from giving you away.
On top of this, your particles won't even render in First Person anymore! They will only render in Third Person now. This is configurable.
Most of these changes are both client side and only apply to you. Any other parasite players you see will have the particles render normally, aside from the hiding change.
Granted, it appears the particles don't appear more often than not for other entities anyway. Not sure why that is, it happened even before I messed with the code. Oh well.
Config Changes
Client - Macabre Pearl: Show Loyal Parasites - Whether a Loyal (Macabre Pearl) parasite will emit particles when you are holding a Factory or Macabre Pearl.
Client - Show Factory Spawned Parasites - Now mentions the Macabre Pearl as well.
Client - Parasite Player Rage Particles - Whether Parasite Players can see their own Rage particles. If false, takes precedence over the 'Third Person Rage Particles' setting.
Client - Third Person Rage Particles - Whether you can see your own Rage particles while in Third Person mode only.
This one. THIS ONE. The main reason it took this long was just figuring out issues that kept cropping up, it's like a game of whack-a-mole and I'm not having fun anymore
Don't even get me STARTED on Requiem. The 1.12.2 version of the mod is ancient. DO NOT ADD THE RUPTERS TO THE POSSESSION LIST. YOU HAVE BEEN WARNED. The list of parasites is small for a reason. I would not recommend expanding it. If you ask me to fix it I will eat your soul
There's likely still a few hiccups or things not mentioned in the changelog, a lot has changed over the three month long dev cycle (if you can even call it that)
Please, for the love of all that is carbon-based, delete and redo your config files. Hell, a whole new one has been added!
OH ALSO, Enhanced Mobs and Ante are here, and some new items (and a functional block) have joined them. The certainty of steel Even now, they still aren't entirely finished so to speak. The things I have planned aren't entirely necessary quite yet though.
maybe i should take a break
-------- A temporary bug fix has been implemented for parasites not losing points. This can be toggled in the config.
Synopsis
A #### ton of internal changes (at least 2, I can't count any higher)
A temporary fix for parasites not being able to gain points
Buglin Tunnel Decay
Bug/Crash/general tweak fixes, and new bugs/crashes to replace them
Incompatible with ThiccEntities, use Entifier instead its literally the same mod
Some new config options, some better expressed than others
ARMAGEDDON HAS ITS OWN CONFIG FILE NOW
Vagrant Divining Rod is now disrupted by Phasing
Enhanced Mobs and Ante have been enabled. The former has received many changes.
Two new potion effects!
Nerfs to the Masticator, Scrying, Viral brew effect, idk I forgot the rest
Items tell you if they come from a Factory or not now
Enchantments in the creative menu
New Factory Enchantment! It's just Dense Tissue for attack damage
New parasite-related items!
Threat-related items, finally
Holy hell that's.. actually I lost count
A block to make one of the new items
Spooky ghost stuff
Epic Siege has been forcibly tweaked
Fear is less buggy now
UI now shows the Evolution Cooldown, along with mentioning the Catchup mechanic
New Brew Effects! Existing effects have also received recipe changes
and more(TM)
Changes
The text in the guidebook has been darkened to increase visibility. It should still be slightly redder than the normal text to indicate that the writer is different
Compatibility with Requiem/Dissolution.
New Item: Electroreceptor
New command: /assimilateplayer
The no-parasite-killing requirement for the Trustworthy Note is now toggleable. It's also mentioned in the config now.
Armageddon-related config options have been moved to their own config file, srpcotesia_armageddon.cfg
Random Point Loss has been removed. I am willing to add it back if some wish for it to return, but the mechanic was gathering dust.
Enhanced Mobs and Ante are now enabled by default. The Timer, however, is still disabled.
Enhanced Mobs' abilities are also now gated behind Ante levels.
0 - Day 0+ - Nothing
1 - Day 10+ - Enhanced Mobs appear, unlock Speed, Parrying, and Defense
2 - Day 20+ - Enhanced Mobs unlock Motes and Bane, Defense multiplied by 2x
3 - Day 30+ - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling
4 - Day 40+ - Enhanced Mobs unlock Critical Hits, Bounties, and Bounty Intervention
5 - Day 50+ - Remnants now drop - Enhanced Mobs unlock Yielding, and gain Contact Damage. Bane and Defense multiplied by 2x
6 - Day 60+ - Motes now deal Yielding minimum damage on hit (They deal no damage prior), Mote count is increased to 2
7 - Day 70+ - Critical chance is increased to 75%, Critical Hits apply Clotting
8 - Day 80+ - Motes deal regular damage alongside Yielding damage (no longer boss exclusive)
9 - Day 90+ - All attacks are critical hits, Bane and Defense multiplied by 2x
10 - Day 100+ - Parasites burn in sunlight
With that being said, the Timer (still WIP) now applies Clotting to all parasites when The Threat is 80% present, which disables healing.
Buglin Tunnels will no longer work if the closest player to them is a parasite.
The Ante Ticks config option now mentions an estimate of how many ticks are in a real-life day, for convenience.
SRP can no longer convert a mob if it has been removed from the world. Not sure if this will fix the incomplete form duplication issue, but we'll see.
Three new crafting ingredients (technically only two, but eh)
New functional block, the Lithograph
Multiple new usable items!
Scents are now visible to parasite players as a blue undulating prism. This can be disabled in the config, if you wish.
Turning parasites into biomass should now produce a Cyst containing any blocks they broke beforehand, along with any other items they picked up in the process. This excludes the saddle, that drops on its own.
Scents and SRP's spawning mechanics will now ignore persistent Factory-Spawned parasites as well as the Factory and Latch, at least in terms of mobcap calculation.
The well drain message now indicates directly that points were stolen, instead of just implying something got stronger. Wells don't do that
Changed one or two lines of dialogue that didn't match with the speaker
A Callous Chip can be used to replace the Diamond Block in the Well Sealer recipe. It gives the same amount of sealers.
Improved interactions between Minimum Damage, Defense, and Hyper Armor.
Enhanced Mobs' critical damage multiplier has been reduced to 2x, from 4x.
Enhanced Mobs now deal AOE damage on a crit. This deals 70% of the attack's damage as Auric Fire damage.
Enhanced Mobs can now Parry attacks from naturally spawned parasites (this doesn't affect you, unless you make a change in the config...)
Enhanced Mobs can no longer receive any negative potion effect with an amplifier greater than II (configurable), instead lowering the amplifier before application.
Enhanced Mobs will now deal contact damage once every half second.
Enhanced Mobs are now immune to onFire, inFire, lava, and hotFloor.
Enhanced Mobs are now immune to Slowness, Needler, and all knockback from parasites.
Enhanced Mobs now use a Fire Charge sound effect, rather than a Flint and Steel click.
Speaking of sounds, the Well formation sound and the new Discovery sound both have subtitles now!
Discovery System: Enhanced Mobs will no longer target parasite players that are hiding, at least at the start...
There is a sound cue for when a parasite player is discovered by an Enhanced Mob. I am not a sound designer, so bear with me here.
Also, passive Enhanced Mobs are still beholden to the Discovery System, so they can and will tattle on you to the others if they find out you are a parasite.
The above change should also now be applied to Enhanced Lycanite's Mobs as well. This also fixes their AI since it didn't target hiding parasites before if they were Enhanced.
If an Enhanced Mob that has discovered the player is left to their own devices for too long, they may place a Bounty.
The Bounty also has an animated texture! I would never shamelessly plunder an mcmeta file from SRP's Biome Core block, that would be stealing!
New Command: /srpcbounty
The /ante command now has a new argument, "recalibrate"
The newly added Electroreceptor can be used to obtain the coordinates of the nearest Bounty, but there's a catch:
The mob enhancement chance is now 10% at base. With the timer disabled, that is where it will stay (provided no Bounties are active)
A message is now sent to the player if an attack fails due to Hyper Armor
The Ante requirement for burning in sunlight has been increased to 10, from 7.
Fire Resistance can only be removed by sunlight every second, rather than every tick. The chance has been increased to compensate.
Wells will now appear and drain points every 20 days, rather than every 10.
Wells now subtract more points than they used to.
The Well grace period has been extended to day 30. This means that the first Well will appear on day 50.
The maximum distance from the origin that a Well can spawn at is now 5000 blocks, from 20000.
The Phasing effect now prevents tracking via the Vagrant Divining Rod.
Latches are now immune to Suffocation damage.
Reduced the Latch's attack damage and maximum health. They now start at 5 and increas by 2 per tier.
The Latch now properly awards kill credit to its owner.
Fixed crash due to concurrent AI modification.
Fixed crash due to clashing with NoExpensive's @Overwrite mixin.
Fixed crash caused by a non-living entity attacking an Enhanced Mob.
Fixed crash when querying which dimensions were blacklisted for Well spawning.
Fixed Flying and Heavy Carrier harming parasite players with their explosions.
Fixed Parasite explosions breaking blocks in range of a Dendritus.
Fixed Epic Siege not preserving AI predicates.
Fixed the Dazed effect preventing the death screen from loading.
Well command "fix" argument is now suggested when using tab completion.
Increased the volume of the sound played whenever an Enhanced Mob heals from Hyper Armor
Fixed Enhanced Mob damage going through shields. The Shield will now take the brunt of the damage.
Fixed the new attributes applying after Parasite Adaptation, rather than before as it should.
Fixed being able to block attacks using an empty Brew Sac.
Fixed duplicate particles on hiding parasites. Syncing of the COTH effect has also been improved.
Fixed Well point subtraction not intensifying with each Well added, or subtracting points when no Wells were present.
Successfully infecting a creature will now send a status message alongside the sound cue.
Fixed desync with the Fear effect's parasite player specific behavior.
Items can be blacklisted from obtainment via Factories in the Extra Parasite Drops setting. Using a - rather than a +, one can specify a drop to be removed instead of added.
JEI should now show factories for every parasite present in the creative menu.
New Potion Effect - Unkindling
Unkindling also reduces Enhanced Mob critical damage.
New Potion Effect - Yielding
This mod's effects can no longer be cured with Milk, excluding Recuperation.
The factory parasite players start with will always be a Buglin factory. This can be changed in the config, or forced to be unbound if an empty string is used.
New Item - Bloodstained Saddle
An internal mixin has been added to prevent rubberbanding for riding particularly fast parasites.
New Item: Nidus Accumulator
Added upgrade paths for obtaining Feral parasites.
Added an entry to the guidebook for Upgrading parasites with a Factory. Also mentioned upgrading to Feral a few times.
Added config entries to allow for certain damage types to have a limit on how much damage reduction adaptations can provide.
The SIV Beckon Player upgrade now has a list of dimensions where it does not work.
In a pinch, Essential Segments can be used instead of Beckon Membranes to create a Beckon Harbringer.
Parasite Players can now eat cakes. They will be consumed whole, to not waste any biomass.
The Factory-spawned tag should now properly apply to mobs converted into Ferals or Hijackeds.
The Masticator now properly reports internally as enchantable. It now has an enchantability of 10.
The Masticator's block value has been reduced to 1, from 10.
The Masticator now only deals one instance of Minimum Damage instead of eight every 4 ticks.
The Masticator now only applies Poison I and Corrosion I, they are no longer stacking.
New Tool: The Consecrator, produced by using either a Masticator or Moldered Segments on a Stage IV Beckon in the Parasite Biome.
New Enchantment: Flaying
Cunning is now a Treasure enchantment, and it has been buffed to add 2 minimum damage per level instead of 1.
Reduced drop rates and chances for Factory Innards from Parasite Players and Factories.
Books for this mod's enchantments are now present in the creative menu. Additionally, if you wish to include all levels of said enchantment, that has a config option.
Enhanced Mob Bane interacts with the parasite damage cap.
The Living and Sentient Armor sets now provide 40% and 60% (configurable) damage reduction for hiding parasite players, respectively.
The Living and Sentient Armor sets now no longer add a vulnerability to any fire damage, instead of just inFire and onFire.
Added guidebook entries for Gravity and Yielding. Also touched up the Enhanced Mobs entry, giving it priority status among other improvements.
Enhanced Mobs no longer apply Gravity passively. It is now done through Motes.
Enhanced Mobs will, every 3 (configurable) seconds, send a Mote after their target. (Boss mobs will spawn 6, such as the Wither)
Enhanced Mobs cannot attack or be harmed within a half second after teleporting with a Mote.
Ante is now capped at 10.
Recuperation now only heals every 1.5 seconds, rather than every half-second.
Scrying's bonus is now additive, adding the experience value of the entity killed per amplifier. This dramatically reduces the amount of extra points it provides.
Brews now only apply effects for 5 seconds.
Brew Base damage is now 6. Sticks, Flint, and Iron Ingots are no longer used as damage modifiers.
Items will now show which Factory they can be produced with in their tooltip. They will cycle if multiple can provide it.
The Explosion brew effect has been changed dramatically.
Wither Bane now requires a Wither Skeleton Skull to be brewed instead of a Nether Star.
Wither Bane now only deals 50% of the brew's damage.
Poison Bane now deals 80% of base damage.
Wither Bane and Poison Bane are now incompatible.
Apply Wither is now brewed with Soul Sand.
New Brew Effect: Repeat - Costs 10 biomass - Brewed with a Nether Star.
New Brew Effect: Rally - Costs 20 biomass - Brewed with a Dendritus
Brew incompatibilities are also config driven too! Add a flag to the regular config string (also separated by the semicolon) and use that flag for both effects.
Viral is no longer added to brews using a Reeker Fang. That item adds Apply Poison now.
Viral is now capped at II from Brew Sacs.
Recuperation is now capped at II from Brew Sacs.
Brews can apply a few new potion effects:
Assimilated Ender Dragon clouds now give Virulent Breath rather than Dragon's breath.
Values for the Reclamation Table have been nerfed.
The Macabre Pearl will no longer teleport parasites to places they will suffocate in, unless the offending blocks can be broken by the parasite.
The Macabre Pearl can now be used to teleport all loyal parasites (that's the moniker for those you've used it on) to the user.
Parasitic Flora (Beckon and Parasite Biome tendrils) are now transparent for parasite players.
The Access Transformer should also finally be in the jar now. I mean it was probably there before I never checked-
Scape and Spartan: Parasites's weaponry can now be repaired by Summoners, Adapted or otherwise.
Point yield from the Phasing effect has been reduced. Points are now only generated for the outer edge of the parasite's hitbox, generally speaking.
Beheading now only needs 3 damage (1.5 hearts) in order to proc now.
Config Changes
== Main
TEMP: Allow Parasite Point Loss - Fixes a bug with SRP v1.9.21 where parasites cannot lose points by default.
Biomass Settings - Repairable Items - Added "swparasites", the modid for Scape and Spartan: Parasites.
Logging Settings - Transparent Flora Logging - Debugging feature, prints transparent flora model processing to the console.
Client - Parasite Player Transparent Flora - Whether certain parasitic flora (Beckon and Parasite Biome tendrils) are transparent for parasite players.
Client - Parasite Player see Scents - Whether Parasite Players can see Scents
Client - Creative Menu All Enchantment Levels - Whether the Creative Menu shows all natural levels for all of this mod's enchantments.
Client - Show Source of Parasite Drops - Whether to show the Factories that can be used to obtain a given item.
Potion Settings - Scrying - Point Gain Scalar - Renamed to Point Gain Multiplier, both to better communicate what it does and change the data type internally. - This option is now a simple multiplier on the amount of points gained, nothing more. - Also reduced to 1. This means it effectively does nothing.
Potion Settings - Phasing - Break if Not - Changed to false
Potion Settings - Phasing - Block Hardness Multiplier - Changed to 3.5, from 1.5
Parasite Player Drops - Changed to srpcotesia:factory_drop;20;2;true
Bloom Settings - SIV Upgrade Player Blacklist - Dimensions where SIV Beckons cannot upgrade Parasite Players
Bloom Settings - Beheading Threshold - Reduced to 3, from 7.
Entity Adaptation Effectiveness & Weapon Adaptation Effectiveness & Misc Adaptation Effectiveness - Multiplier on Adaptation Effectiveness for each damage type.
Living Armor DR & Sentient Armor DR - Parasite-Player-specific damage reduction gained per piece of armor.
Parasite Players Prevent Loot - Whether parasites will not drop loot or XP if a parasite player is the closest player to them.
Factory Behavior - Extra Parasite Drops - Description changed to indicate the new features added. - Added Pristine Matter and Bogle Charge drops
Factory Behavior - Parasite Upgrade Paths - Added Assimilated->Feral paths for all Assimilateds.
Block Settings - Lithograph Chip Production - Number of Chip Fragments produced by the Lithograph
Block Settings - Reclamation Settings - Practically every entry has changed, I'm too tired to list them
Item Settings - Phasing Disrupts Vagrant Divining Rod - should be self-explanatory.
Item Settings - Well Magnet Distance - The distance from the player, in blocks, that the Well Magnet will teleport a Well to.
Item Settings - Signal Jammer Jam Time - The amount of time, in ticks, that the Signal Jammer disables Enhanced Mob Critical Hits for.
Item Settings - The Consecrator Durability - Durability value for The Consecrator, works the same as the original
Item Settings - Masticator Block Value - Changed to 1, from 10
Item Settings - Masticator Miasma Damage & Consecrator Miasma Damage - Amount of damage dealt every 12 ticks by these tools' miasma clouds.
Item Settings - Consecrator Converts Biomes - Whether The Consecrator can convert Biomes into the Parasite Biome
Item Settings - Consecrator Biome Value - Amount of Evolution Points generated for converting the biome of each 1x1 chunk slice.
Item Settings - Trustworthy Note - TN Killing Disqualifies - Whether killing a parasite prevents the Trustworthy Note from being found.
Potion Settings - New Categories: Unkindling, Yielding, and Clotting
Mod Compatibility - Epic Siege Predicate Module - Enables the Epic Siege Predicate AI modification, carrying over targeting predicates with Epic Siege AI.
Mod Compatibility - Dissolution/Requiem: Force COTH Rework Resist Breaking - Whether possession forcefully breaks this mod's weak COTH resistance.
Mod Compatibility - Dissolution/Requiem: Extra Possession - Parasites that can also be possessed, but only by Parasite Players.
Random Point Loss - Removed.
Brew Settings - Recipes - Brew Effect Recipes - Changed recipes for Wither Bane and Explosion, and added recipes for the two new effects.
Brew Settings - Recipes - Brew Effect Potion Recipes - Changed recipe for the Wither and Viral effects, and added recipes for Poison, Resistance, and Levitation - Effects like Viral and Recuperation have received caps on their amplifiers.
Brew Settings - Recipes - Damage Modifiers - Removed minecraft:stick, minecraft:flint, and minecraft:iron_ingot recipies. srparasites:lurecomponent3 is now used to reset the damage.
Brew Settings - Base Damage - Increased to 6, from 3
Brew Settings - Potion Duration - Reduced to 100, from 200
Brew Settings - Effects - Poison Bane - Increased to 0.8, from 0.5
Brew Settings - Effects - Wither Bane - Decreased to 0.5, from 0.9
Brew Settings - Effects - Explosion - Damage Modifier - Increased to 0.9, from 0.5
Brew Settings - Effects - Explosion - Direct Hit Damage Modifier - Increased to 3, from 1.1
Brew Settings - Effects - New Category: Rally
Enchantment Settings - New Category: Flaying
Enchantment Settings - Cunning - Treasure - Set to true, from false
=== Mobs
Factory - Drops - Changed to srpcotesia:factory_drop;10;1;true
Latch - Attack Strength & HP - Reduced to 5, from 10
Latch - Attack Strength Per Tier & HP Per Tier - Reduced to 2, from 5
=== Armageddon (All options in the Armageddon category of the main config have been interspersed throughout this file, put with the mechanic that they modify)
Most options have either changed or had their names changed, and many won't appear in this changelog. We'd be here all day!
New Categories: Enhanced Mobs, Armageddon Timer, and Ante, with each explaining their mechanic in a perhaps not-so-brief fashion
Wells - Well Grace Period - Changed to 720000, from 240000
Wells - Well Ticks - Changed to 480000, from 240000
Wells - Time added to Armageddon Timer - Changed to 480000, from 240000
Wells - Well Drain Ticks - Changed to 480000, from 240000
Wells - Well Max Distance - Changed to 10000, from 20000
Wells - Phase 0 Point Loss - Changed to 200, from 50
Wells - Phase 1 Point Loss - Changed to 400, from 75
Wells - Phase 2 Point Loss - Changed to 800, from 100
Wells - Phase 3 Point Loss - Changed to 10000, from 400
Wells - Phase 4 Point Loss - Changed to 50000, from 5000
Wells - Phase 5 Point Loss - Changed to 100000, from 50000
Wells - Phase 6 Point Loss - Changed to 5000000, from 2500000
Wells - Phase 7 Point Loss - Changed to 50000000, from 10000000
Ante - All values now have the mechanic affected prepended to their name. For instance, Maximum Defense has been renamed to Enhanced Mobs: Maximum Defense
Ante - Maximum Ante - Changed to 10, from 256
Ante - Enhanced Mobs: Custom Stat Modifiers - Custom Ante-based modifiers for Enhanced Mob Bane, Defense, and Hyper Armor.
Ante - Enhanced Mobs Unlock - Ante needed for Enhanced Mobs to spawn naturally.
Ante - Enhanced Mobs: Critical Hit Unlock - Ante needed for Enhanced Mobs to use Critical Hits.
Ante - Enhanced Mobs: Yielding Unlock - Ante needed for Enhanced Mobs to apply Yielding.
Ante - Enhanced Mobs: Contact Damage Unlock - Ante needed for Enhanced Mobs to use Contact Damage.
Ante - Enhanced Mobs: Bane Unlock - Ante needed for Enhanced Mobs to use Bane, a damage additive that only applies against parasites.
Ante - Enhanced Mobs: Defense Unlock - Ante needed for Enhanced Mobs to use Defense, an auxillary health boost against parasites.
Ante - Enhanced Mobs: Hyper Armor Unlock - Ante needed for Enhanced Mobs to use Defense, an auxillary health boost against parasites.
Ante - Enhanced Mobs: Speed Effect Unlock - Ante needed for Enhanced Mobs to give themselves the Speed effect.
Ante - Enhanced Mobs: Clotting Effect Unlock - Ante needed for Enhanced Mobs to apply Clotting on Critical Hits.
Ante - Enhanced Mobs: Tattling Unlock - Ante needed for Enhanced Mobs to inform each other of known Parasite Players.
Ante - Enhanced Mobs: Effect Cap Unlock - Ante needed for Enhanced Mobs to resist potion effects that go above a certain amplifier, by default II.
Ante - Enhanced Mobs: Mote Unlock - Ante needed for Enhanced Mobs to spawn Motes in combat.
Ante - Enhanced Mobs: Mote Minimum Damage Unlock - Ante needed for Motes to proc the Yielding effect's true damage effect on hit.
Ante - Enhanced Mobs: Mote Damage Unlock - Ante needed for Motes to deal projectile damage on hit.
Ante - Enhanced Mobs: Extra Mote Unlock - Ante needed for non-boss Enhanced Mobs to spawn an extra Mote in combat.
Ante - Enhanced Mobs: Extra Mote Count - Amount of Motes to add to Enhanced Mobs once the Extra Mote Unlock is triggered.
Ante - Enhanced Mobs: Parry Unlock - Ante needed for Enhanced Mobs to parry their targets.
Ante - Enhanced Mobs: Bounty Unlock - Ante needed for Enhanced Mobs to create Bounties.
Ante - Enhanced Mobs: Bounty Intervention Unlock - Ante needed for Bounties to issue Interventions.
Ante - Enhanced Mobs: Crit Chance Increase Unlock - Ante needed to increase the chance of a Critical Hit.
Ante - Enhanced Mobs: Crit Chance Increase - Amount to increase Critical Hit chance. This requires the Crit Chance Increase Unlock.
Ante - Enhanced Mobs: All Crit Unlock - Ante needed to always deal Critical Hits.
Ante - Enhanced Mobs: Remnant Unlock - Ante needed to drop Remnants.
Ante - Enhanced Mobs: Maximum Defense - Reduced to 30, from 300 (Keep in mind, this is a multiplier on base maximum health! 1 means 100%!)
Ante - Enhanced Mobs: Defense per Ante - Reduced to 1, from 5.
Ante - Enhanced Mobs: Maximum Hyper Armor - Reduced to 50, from 75 (This one isn't, though. It's a flat number.)
Ante - Enhanced Mobs: Hyper Armor per Ante - Reduced to 3, from 10
Ante - Enhanced Mobs: Bane per Ante - Reduced to 3, from 10. (Another reminder, Enhanced Mobs effectively have random crits. This one is flat as well)
Ante - Enhanced Mobs: Maximum Bane - Reduced to 50, from 75
Ante - Enhanced Mobs: Speed Amplifier per Ante - Reduced to 0.5, from 1.
Ante - Ante to Burn in Sunlight - Changed to 10, from 7.
Ante - Burning in Sunlight: Warning Message - Message sent to all parasite players when ante causes sunlight to become dangerous.
Ante - Burning in Sunlight: Chance to remove Fire Resistance - Changed to 0.1, from 0.01
Enhanced Mobs - Starting values for Hyper Armor, Defense, Bane, Speed Amplifier, and Gravity Amplifier are now provided.
Enhanced Mobs - Mob Enhancement Enabled - Changed to true, from false
Enhanced Mobs - Enhancement Chance - changed to 0.1, from 0
Enhanced Mobs - Hyper Armor Max Healing - Increased to 1, from 0.5
Enhanced Mobs - Enhanced Mobs Tattle Players - Whether Enhanced Mobs will tell other Enhanced Mobs if a player is a parasite or not.
Enhanced Mobs - Tattling Distance - How close Enhanced Mobs need to be to each other to notify them that a player is a parasite.
Enhanced Mobs - Enhanced Mobs Discover Parasites - Whether Enhanced Mobs need evidence to prove an entity is a parasite, and thus use their abilities.
Enhanced Mobs - Discovery Player Only - Whether Enhanced Mobs can only discover if players are parasites, not checking other mobs.
Enhanced Mobs - Discovery Distance - If an Enhanced Mob is this close to a hiding parasite, in blocks, they will instantly know that they are a parasite.
Enhanced Mobs - Bounties Enabled - Determines whether Bounties, an offshoot of the Discovery System, are enabled.
Enhanced Mobs - Bounty Place Chance - Chance for an idle Enhanced Mob to place a Bounty, rolled around natural despawning time. Only rolled if the mob knows about a Vagrant to report.
Enhanced Mobs - Bounty Player Distance Requirement - Minimum distance, in blocks, from a watching player required to place a Bounty.
Enhanced Mobs - Bounty Range - Base range for the effects of a Bounty. This is multiplied by the amount of them in the world.
Enhanced Mobs - Bounty Intervention Range - Maximum distance from the player an Enhanced Mob can be to still be called upon by a Bounty during an Intervention.
Enhanced Mobs - Intervention Intangibility Ticks - Amount of ticks within which Motes spawned by a Bounty will be invincible and phase through walls.
Enhanced Mobs - Parry Enabled - Whether Enhanced Mobs can parry attacks from naturally-spawned parasites.
Enhanced Mobs - Parry Player Inclusion - Whether Enhanced Mobs can parry attacks from parasite players or the parasites they create.
Enhanced Mobs - Bounty Intervention Time - Time, in ticks, in between each Intervention if in range of a Bounty.
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
Enhanced Mobs - Bounty Terminal Count - If the amount of bounties in the world reaches this number, their range will span the entire dimension.
Enhanced Mobs - Bounty Dimension Blacklist & Whitelist - Bounties cannot be placed in the dimensions in this list.
Enhanced Mobs - Bounty Entity Blacklist & Whitelist - Enhanced Mobs in this list will never place Bounties.
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
Enhanced Mobs - Critical Hit Chance - The chance that an Enhanced Mob will deal a Critical Hit, with increased damage and other effects.
Enhanced Mobs - Critical AOE Range - Range of AOE damage dealt by Enhanced Mobs whenever they crit something.
Enhanced Mobs - Critical Damage Multiplier - Damage multiplier for entities hit by an Enhanced Mob's crit.
Enhanced Mobs - Critical AOE Damage Multiplier - Damage multiplier for entities caught in Enhanced Mobs' critical AOE effect. By default, it reduces the damage by 30%.
Enhanced Mobs - Effect Amplifier Cap - Maximum negative effect amplifier Enhanced Mobs can receive.
Enhanced Mobs - Enhancement Dimension Blacklist & Whitelist - Dimensions where mobs cannot be enhanced.
Enhanced Mobs - Remnant Blacklist & Whitelist - Mobs which will not drop Remnants when enhanced.
Enhanced Mobs - Passives drop Remnants - Whether passive Enhanced Mobs can still drop Remnants.
Enhanced Mobs - Motes Enabled - Whether Enhanced Mobs can produce Motes.
Enhanced Mobs - Mote LOS Check - Whether an Enhanced Mob needs to be able to see their target in order to spawn a Mote to chase after them.
Enhanced Mobs - Stray Mote LOS Check - Whether any entity that is not a Mote's target must be visible to the Mote's owner in order to be struck.
Enhanced Mobs - Ticks Between Motes - Amount of ticks in between each Mote deployment.
Enhanced Mobs - Mote Intangibility Ticks - Amount of ticks within which Motes will be invincible and phase through walls.
Enhanced Mobs - Mote Count - Number of Motes deployed by regular Enhanced Mobs.
Enhanced Mobs - Boss Mote Count - Number of Motes deployed by boss Enhanced Mobs.
Enhanced Mobs - Mote Blacklist & Whitelist - Mobs which will not produce Motes in combat.
Enhanced Mobs - Passives create Motes - Whether passive Enhanced Mobs can still create Motes in combat.
Enhanced Mobs - Mote Teleportation Blacklist & Whitelist - Mobs which will not teleport with their Motes in combat.
Armageddon Timer - Days Until Armageddon - changed to 75 days, from 50 days.
Armageddon Timer - Clotting Presence Required - Presence value, out of 1.0, required to apply Clotting to all parasites.
mod compat
Changes
Fixed minimum damage dealt by Factory-Spawned parasites causing mobs to not drop XP if the minimum damage instantly kills them.
This was only ever really an issue for the Acid Bath Nade.
Fixed rendering issue with Electrobob's Wizardry, as of recent updates. Citzern will be blamed
Fixed Champions not dropping champion loot if a Factory-Spawned parasite killed the champion.
Fixed Infernal Mobs not dropping Infernal Mob loot whenever a Factory-Spawned parasite kills them.
What's a hotfix?
Changes
Moved the Colony distance requirement to Factory Behavior, from the Factory's entry in mobs.
The requirement can also be turned off now.
The "Missing Colony" text should no longer overlap with the Retrieve biomass text in the UI.
The Fall Resistance config option now affects any damage that uses the same source as fall. It also reduces Elytra Collision Damage.
This differs from standard parasite fall resistance a little bit.
This is done via an inverse fall distance calculation based on the damage taken. So
Renamed the Targetting Expansion category in the config to Mod Compatiblity.
I'd advise checking that category if you made any changes to Targetting Expansion, such as disabling the Lycanites Mobs compatibility (for some reason)
Fixed Realistic Torches incorrect item ids in the Item Trades.
Fixed spontaneous targetting issues. It now requires both the player and target to be visible to the parasite.
Alerting other parasites now works a bit differently.
If you are, they will switch attack targets.
Attacking a mob that has Embolism will not cause parasites to attack it, provided it isn't fighting back.
Parasites will retain their current attack target provided you are not actively harming or being harmed by the enemy.
A new entry has been added to the guidebook to explain targeting behavior more thoroughly.
Embolism now halves movement speed for its duration. This slowdown is stronger the higher the amplifier.
Fixed Epic Siege Mod causing parasite player following AI to break.
I have also included a fix for general parasite following AI, since that broke too.
Fixed Epic Siege Mod griefing and digging AI causing parasites to break blocks regardless of Phasing.
Griefing AI will not target parasitic light sources. This can be reenabled in the config if that's what you want, for some reason.
Also added a check to Epic Siege's targeting AI if it ever somehow gets applied to a parasite. This can be restricted to Parasite Players if one so desires, but I doubt it will have much impact regardless.
Fire no longer allows block breaking in range of a Dendritus.
The UI can now be shifted up or to the right (in units of pixels) via the config.
Config Changes
Renamed Targetting Expansion to Mod Compatiblity, some descriptions have changed.
Mod Compatibility - Epic Siege Targeting Module - Enables the Epic Siege Targeting AI modification, preventing parasites from being targeted by parasites using Epic Siege AI.
Mod Compatibility - Epic Siege Targeting Fix Players Only - Restricts the Epic Siege Targeting AI modification to only exempt parasite players, not other parasites. Disabled by default.
Mod Compatibility - Epic Siege Griefing Module - Enables Epic Siege Griefing AI modification.
Mod Compatibility - Epic Siege Griefing Cotesia Blocks - Allows parasites to passively grief parasitic blocks from this mod, such as Gloom Torches. Disabled by default since that goes against the point of those blocks.
Mod Compatibility - Epic Siege Digging Module - Enables Epic Siege Digging AI modification.
Factory Behavior - Item Trades - realistictorches:lit_torch to realistictorches:torch_lit realistictorches:unlit_torch to realistictorches:torch_unlit
Client - Overlay Rightward Shift & Overlay Upward Shift - Shifts the Parasite Player overlay UI up and to the right. Units are pixels, so it may look different at different UI scales. Negative values are possible, but not recommended.
Factory Behavior - Colony Requirement - Whether Pre-eminent or higher-tier Factories need an active Colony to produce parasites.
== Mobs
Moved Minimum Colony Distance from Factory to Factory Behavior.
== 1.1.3 Changelog == Procrastination
Changes
The mod will no longer launch on SRP v1.9.20 or below. It will mention the requisite version needed on launch, but it won't go any farther.
Added Ink Sacs to the Assimilated Squid extra drops.
Parasite Players can use Glass Bottles obtain Dragon's Breath from Toxic Clouds generated by the Assimilated Ender Dragon and its severed head.
This works just like getting Dragon's Breath from a normal Ender Dragon cloud.
Parasite Players can no longer attack parasite weak points. No clue how I missed this.
Dirty Needles no longer work on Enhanced Mobs, or mobs that are permanently COTH immune, such as Skeletons.
SRP's COTH resistance is now synced from server to client, in most cases.
This means the COTH particles will no longer render for COTH immune mobs, such as Skeletons or Creepers.
Fixed biomass being wasted if an invalid extra drop config was used. This should also remove the log spam.
Making parasite drops with a Factory no longer requires doMobLoot to be true.
This can be reenabled, if you desire.
Fixed the Maul and Scythe harming parasites if you are a parasite.
Fixed Beckons spawned by Stage IV Beckons not inheriting the Factory-Spawned tag.
Fixed Phase Boosters not working if they were set to apply globally in the configs.
The Assimilated Squid and Assimilated Ender Dragon Factories can no longer receive the Breaching enchantment. No clue how those got in there.
Wells will no longer spawn in The End
The damage calculation for Parasite Players has been tweaked to better match other parasites.
This is likely to never actually happen. If it somehow does, though, there you go.
If a Parasite Player somehow becomes immune to fire (This is the immunity that entities like Blazes have, NOT the Fire Resistance effect or related phenomena), onFire and inFire will be cancelled.
Attacks will only be counted as fire damage if the source was onFire or inFire, like with other parasites.
Damage should now be tripled if it severs a parasite player's secondary head. This does not affect absorption hearts.
The general ordering of calculating inhibitors such as Adaptations and the Damage cap now match other parasites much more closely.
From here, I'm going to be Pivoting the conversation from bugfixes.
Raised the Factory's enchantability to 12.
The Living and Sentient Pick-axe now harvest cobwebs, bushes, crops, and vines at 20x the tool's efficiency.
The Sentient Pick-axe now harvests parasitic blocks at 8x the speed, as opposed to the Living Pick-axe's mere 2x speed.
They also no longer consume durability when mining such blocks, as well as any parasitic block in general.
The Chitin mining speed bonus is now 16x/8x for the Sentient and Living Pick-axe, respectively.
Parasites will now automatically attack any mob that is targetting a Parasite Player and gets any closer than 30 blocks.
This will only work if you are above or at their Tier (or you made them), you are visible to the parasite, and if you are not hiding.
It may take them a second to catch on, though.
Throwing has been renamed to Augment: Throwing. This doesn't affect its id, though.
New Enchantment: Dense Tissue
Raises maximum HP for spawned parasites by 20% per level. Maxes out at level V (5), the resulting parasite will have double max hp.
Also affects the Factory itself, raising its HP. Only really impactful for high tier Factories, though.
This enchantment has a rarity of Uncommon.
New Enchantment: Rarefaction
Causes The Masticator to occasionally not consume a Fetid Canister.
The chance increases by 10% per level, up to 50%
This enchantment has a rarity of Very Rare
New Treasure Enchantment: Augment: Acid Bath
Massively increases the size and damage of the Wraith Nade.
15x the radius/fuse time, and 6x the damage. Also multiplies the Minimum Damage.
Larger nades generally take much longer to deploy
The Nade model is scaled by 1.5x for these nades, to accurately convey their size to the player.
The Nade will also not collide with blocks. It will instead only fall for a full second, then it will float.
This enchantment has a rarity of Very Rare, not that it matters.
Factories of the same bound parasite (or both unbound) can now be combined in an anvil. Doing so will combine their enchantments like any other tool.
Don't forget: you can change a factory's tier by binding it to a parasite of the desired tier.
Factories will also now retain their anvil repair cost when placed and picked back up.
Note that I didn't mention Tier at all. Factories of different tiers can be merged, the one in the left slot determines the tier of the resulting factory.
Enchanted Factories now have the enchantment glint render for their bound parasite's spawn item.
Additionally, the custom glint now renders on the itemized Factory itself, as if it were placed.
The custom Enchantment Glint for Factories can now be disabled, if desired. The option is client sided.
This also includes the glint on the spawn item.
Parasite Players can now see invisible parasites. They will be partially transparent.
Following AI for Flying Parasites has been improved.
They usually won't teleport to you unless you are in a more closed environment.
This DOES NOT apply to the Macabre Pearl's teleportation. While the logic is affected, the parasite will always be teleported to the player's position.
Flying parasites will attempt to maintain their elevation unless they cannot see the player.
Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.
The other Preeminents now have increased fuse times, they are all increased by 4000 ticks now
The Masticator now deals 8 bouts of Minimum Damage each time it attacks an entity, in a single tick, every four ticks.
In other words, I have octupled its damage, and that damage is True Damage.
Clarifications
The Vagrant Divining Rod is repaired with Altered Tendons.
The Living Pickaxe requires Toxic Lungs to repair, not Altered Tendons.
Config Changes
Well Settings - Dimension Blacklist - Added "1", or The End.
Client - Render Factory Entity Glint - Whether a Factory will render the custom Enchantment Glint when placed.
Client - Render Factory Item Glint - Whether a Factory will render the custom Enchantment Glint if it is an item.
Client - Render Factory Spawn Item Glint - Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.
Biomass - Parasite Cost Settings - "srparasites:wraith|5|640|4000", "srparasites:bomber_heavy|5|640|4000", "srparasites:carrier_colony|5|640|4000",
Enchantment - New Categories: Dense Tissue, Rarefaction, and Acid Bath.
Factory Behavior - Extra Parasite Drops - added "srparasites:sim_squid+minecraft:dye;50;2;false"
Factory Behavior - doMobLoot For Drops - Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.
Procrastination
Changes
The mod will no longer launch on SRP v1.9.20 or below. It will mention the requisite version needed on launch, but it won't go any farther.
Added Ink Sacs to the Assimilated Squid extra drops.
Parasite Players can use Glass Bottles obtain Dragon's Breath from Toxic Clouds generated by the Assimilated Ender Dragon and its severed head.
This works just like getting Dragon's Breath from a normal Ender Dragon cloud.
Parasite Players can no longer attack parasite weak points. No clue how I missed this.
Dirty Needles no longer work on Enhanced Mobs, or mobs that are permanently COTH immune, such as Skeletons.
SRP's COTH resistance is now synced from server to client, in most cases.
This means the COTH particles will no longer render for COTH immune mobs, such as Skeletons or Creepers.
Fixed biomass being wasted if an invalid extra drop config was used. This should also remove the log spam.
Making parasite drops with a Factory no longer requires doMobLoot to be true.
This can be reenabled, if you desire.
Fixed the Maul and Scythe harming parasites if you are a parasite.
Fixed Beckons spawned by Stage IV Beckons not inheriting the Factory-Spawned tag.
Fixed Phase Boosters not working if they were set to apply globally in the configs.
The Assimilated Squid and Assimilated Ender Dragon Factories can no longer receive the Breaching enchantment. No clue how those got in there.
Wells will no longer spawn in The End
The damage calculation for Parasite Players has been tweaked to better match other parasites.
This is likely to never actually happen. If it somehow does, though, there you go.
If a Parasite Player somehow becomes immune to fire (This is the immunity that entities like Blazes have, NOT the Fire Resistance effect or related phenomena), onFire and inFire will be cancelled.
Attacks will only be counted as fire damage if the source was onFire or inFire, like with other parasites.
Damage should now be tripled if it severs a parasite player's secondary head. This does not affect absorption hearts.
The general ordering of calculating inhibitors such as Adaptations and the Damage cap now match other parasites much more closely.
From here, I'm going to be Pivoting the conversation from bugfixes.
Raised the Factory's enchantability to 12.
The Living and Sentient Pick-axe now harvest cobwebs, bushes, crops, and vines at 20x the tool's efficiency.
The Sentient Pick-axe now harvests parasitic blocks at 8x the speed, as opposed to the Living Pick-axe's mere 2x speed.
They also no longer consume durability when mining such blocks, as well as any parasitic block in general.
The Chitin mining speed bonus is now 16x/8x for the Sentient and Living Pick-axe, respectively.
Parasites will now automatically attack any mob that is targetting a Parasite Player and gets any closer than 30 blocks.
This will only work if you are above or at their Tier (or you made them), you are visible to the parasite, and if you are not hiding.
It may take them a second to catch on, though.
Throwing has been renamed to Augment: Throwing. This doesn't affect its id, though.
New Enchantment: Dense Tissue
Raises maximum HP for spawned parasites by 20% per level. Maxes out at level V (5), the resulting parasite will have double max hp.
Also affects the Factory itself, raising its HP. Only really impactful for high tier Factories, though.
This enchantment has a rarity of Uncommon.
New Enchantment: Rarefaction
Causes The Masticator to occasionally not consume a Fetid Canister.
The chance increases by 10% per level, up to 50%
This enchantment has a rarity of Very Rare
New Treasure Enchantment: Augment: Acid Bath
Massively increases the size and damage of the Wraith Nade.
15x the radius/fuse time, and 6x the damage. Also multiplies the Minimum Damage.
Larger nades generally take much longer to deploy
The Nade model is scaled by 1.5x for these nades, to accurately convey their size to the player.
The Nade will also not collide with blocks. It will instead only fall for a full second, then it will float.
This enchantment has a rarity of Very Rare, not that it matters.
Factories of the same bound parasite (or both unbound) can now be combined in an anvil. Doing so will combine their enchantments like any other tool.
Don't forget: you can change a factory's tier by binding it to a parasite of the desired tier.
Factories will also now retain their anvil repair cost when placed and picked back up.
Note that I didn't mention Tier at all. Factories of different tiers can be merged, the one in the left slot determines the tier of the resulting factory.
Enchanted Factories now have the enchantment glint render for their bound parasite's spawn item.
Additionally, the custom glint now renders on the itemized Factory itself, as if it were placed.
The custom Enchantment Glint for Factories can now be disabled, if desired. The option is client sided.
This also includes the glint on the spawn item.
Parasite Players can now see invisible parasites. They will be partially transparent.
Following AI for Flying Parasites has been improved.
They usually won't teleport to you unless you are in a more closed environment.
This DOES NOT apply to the Macabre Pearl's teleportation. While the logic is affected, the parasite will always be teleported to the player's position.
Flying parasites will attempt to maintain their elevation unless they cannot see the player.
Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.
The other Preeminents now have increased fuse times, they are all increased by 4000 ticks now
The Masticator now deals 8 bouts of Minimum Damage each time it attacks an entity, in a single tick, every four ticks.
In other words, I have octupled its damage, and that damage is True Damage.
Clarifications
The Vagrant Divining Rod is repaired with Altered Tendons.
The Living Pickaxe requires Toxic Lungs to repair, not Altered Tendons.
Config Changes
Well Settings - Dimension Blacklist - Added "1", or The End.
Client - Render Factory Entity Glint - Whether a Factory will render the custom Enchantment Glint when placed.
Client - Render Factory Item Glint - Whether a Factory will render the custom Enchantment Glint if it is an item.
Client - Render Factory Spawn Item Glint - Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.
Biomass - Parasite Cost Settings - "srparasites:wraith|5|640|4000", "srparasites:bomber_heavy|5|640|4000", "srparasites:carrier_colony|5|640|4000",
Enchantment - New Categories: Dense Tissue, Rarefaction, and Acid Bath.
Factory Behavior - Extra Parasite Drops - added "srparasites:sim_squid+minecraft:dye;50;2;false"
Factory Behavior - doMobLoot For Drops - Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.
I have decided to push off the Well rework for a bit while I do some housekeeping on mechanics that I have neglected. A major one being the Patchouli book. Most of this update was dedicated to that specifically.
Changes:
Retextured the Tier 0 Factory to match the new Rupter and Mangler textures.
Fixed an issue where parasites killing mobs would add Points Contributed during a phase cooldown
Fixed Factories being unable to upgrade Bolsters, as well as an accidental duplicate path for the Longarms.
Fixed the Dismissal System failing to detect Beckons in some cases. Also fixed a couple of other minor bounding box related issues.
Fixed Parasite Players not getting loot whenever one of their parasites, or their deployed Latch, kills an entity.
Extra care has been put in to make sure Parasite Players receive player-only drops as well.
Catch-Up Mechanic: Parasite Players can now gain points contributed during the phase cooldown up to the points needed for the current evolution phase's bloom tier.
This does not actually add Evolution Points. This is more of a multiplayer/quality of life feature.
This may not work with all methods of adding points.
This can also be disabled.
Adaptations for the Living and Sentient armor sets can now be viewed and modified in the Malleability Menu.
Factories can no longer be created with health. It can be reenabled, of course, but I'd recommend you leave it off due to its exploitability
Increased the amount that Summoner Repair can repair.
The Latch can no longer attach to Factories.
Increased the throw power of the Latch when sneaking to 3, from 2.5.
The Latch will now prioritize whatever entity you are pointing at.
Think about it this way: If you were to Left Click, which entity would you hit? That's the one.
The guidebook, "Hyperbiology and You", is now available if you have Patchouli installed.
The Book will be given whenever you receive the Trustworthy Note via natural means. It can also just be crafted with a Book and Rupter Viscera.
This new release may not be 100% accurate, but it should contain information on most, if not all of the major mechanics of this mod.
New Item: Vagrant Divining Rod
Crafted from Altered Tendons, two Redstone Dust, Nether Quartz, and two Diamonds.
Emits mist in the direction of the nearest Parasite Player, as long as you are in the same dimension.
Does nothing if they are in a different dimension, or there are no Parasite Players present.
Parasite Players will receive an ominous message when they are tracked.
New Item: Scorned Pearl
It also sets them on fire.
Within 5 chunks, it applies Immalleable.
Within 2.5 chunks, it applies Dazed.
Crafted from Factory Innards, Ender Pearls, and a Nether Star.
Reality doesn't seem to like it very much.
When used on a Carcass in complete darkness, it lowers the Evolution Phase by the Lure's stage.
So a Lure made from Rupter Viscera will reduce the phase by 1.
Deals True Damage to any parasites in a 10 chunk radius when used, as a percentage of their maximum HP, and scaling up to 100% at the epicenter.
Factories and Parasite Players will not drop any loot if they are Tier 0.
Parasite Players now have drops, only rolled whenever they die to a living entity. They drop Factory Innards now, but it can be configured just like any other parasite.
The minimum damage attributes have been separated into Melee and Projectile variants.
meleeMinimumDamage and projectileMinimumDamage
meleePercentDamage and projectilePercentDamage
New Block: Beckon Harbringer
When given enough biomass, it will create a Factory-Spawned Stage I Beckon. It is essentially the Beckon equivalent of a Dispatcher Nidus.
Unlike the Nidus, however, it will not collect killcount on its own. You will have to supply the biomass yourself.
The texture is literally just a recolored Nidus don't get your hopes up here
This block won't work if there is an existing Beckon within a 100 block radius. Any Beckons which interfered will receive Glowing for 5 seconds.
Throwing-augmented Kyphosi will now apply Rage II to any parasite they throw.
Most of the commands in the mod now support receiving player arguments, or multiple players using a target selector, like @p
It also mentions how many parasites tried to adapt to the damage source.
/togglespam has been renamed to /togglenote. It also supports player arguments.
The /adapt command now supports multiple entities too, notifying the sender if non-adaptible parasites were selected.
The syntax of the commands have had a new argument added, where the player's name or a target selector can be used.
Config Changes
Block Settings - Beckon Harbringer Enabled - Whether the Beckon Harbringer can be used.
Block Settings - Beckon Harbringer Biomass Requirement - Amount of biomass needed to use the Beckon Harbringer.
Parasite Player Drops - Items that a Parasite Player will drop. Mimics standard SRP drop strings.
Item Settings - Vagrant Divining Rod Durability
Item Settings - Vagrant Divining Rod Enabled
Item Settings - Scorned Pearl Enabled
Biomass - Repair Amount - Increased to 100, from 10.
Bloom - Catch-Up Mechanic - Whether Parasite Players can gain points contributed, but not Evolution Points, during a Phase Cooldown.
Factory Behavior - Health to Factory - Whether a player's health can be used as a substitute for biomass when creating a Factory.
Factory Behavior - Parasite Upgrade Paths - replaced duplicate Longarms path with Bolster branch.
== Mobs
Latch - Latch Cannot Attach List - added "srpcotesia:factory"
Latch - Sneaking Throw Power - Increased to 3, from 2.5.
Factory - Drops - Increased chance to drop Factory Innards to 30%, from 10%, and reduced maximum amount to 2, from 3.
Just bugfixes
Changes
The Living and Sentient weapons now properly bypass Parasite Player damage caps and weaknesses, if applicable.
The Living and Sentient Pick-axe now properly bypass parasite damage caps and weaknesses.
Fixed a bug where upgrading parasites could create parasites past the player's current bloom tier.
The Dendritus should now be much more strict in its breaking prevention. A.k.a the Monarch shouldn't break blocks anymore.
The Dendritus now has 500 blocks of range per stage. This means a stage IV will have around a 2000 block range.
Fixed Phase Cooldown message playing erroneously.
Keep Inventory should now properly preserve the player's equipped phase booster.
Config Changes
Dendritus Range - changed to 500, from 50.
Definitely not an excuse to jump version numbers.
The majority of this update was acclimation to the new SRP update. As such, there are very few changed barring parity.
You will HAVE to regenerate your configs if you don't want issues later. Changes
Updated to SRP 1.9.20
Parasite Players are now affected by the Evolution Phase stat buff.
Modified several config variables to support the two new bloom tiers. The original values have not changed
Prey is now hotswapped to Rage, instead of Strength.
The texture for the Living/Sentient Pick-Axe has been overhauled to match the new weapon textures.
It, along with the Living Scalpel, also has an alt texture like the other weapons.
The Living Pick-axe is now created via trading a Living Greataxe instead of a Hardened Bone Handle.
It now functions more like a weapon now, dealing 5% armor durability damage each hit at a 75% chance. It also deals much more damage now, a bit less than the Greataxe.
It even has a Sentient variant! This one has a 100% chance to degrade armor each hit.
Of course, this doesn't mean it doesn't work as a tool anymore, in fact, it's effectiveness has been buffed and it should work on the majority of blocks now.
The Reclamation Table now has mappings for the Sentient weaponry/tools, and the Living Pickaxe has had its XP yield increased to compensate for its new cost.
The Fear effect now works a bit differently for parasite players.
The chance to fail both placing blocks and using items is now 10% at base, and increases by 10% per amplifier.
This is independent (and can stack with, if that is enabled) SRP's base Fear functionality. Usually that is disabled though.
Mobs will spawn past the Spawning Denied phase milestone if there is a non-hiding Parasite Player within 10 chunks.
The mobs will be afflicted with Weakness IV and Slowness IV.
This is indicated ingame with a special status message, one for both hiding and unhiding.
Fire Resistance prevents biomass from being drained via fire.
Fire Resistance can be used to preserve the Beheading Threshold, even against fire damage!
Parasite Player beheading chance increased to 60%, from 40%.
Config Changes
Parasite Player Spawn Loophole - Whether non-parasites can still spawn near non-hiding parasite players past the phase that bars them.
Bloom - Beheading Chance - Increased to 0.6, from 0.4
Bloom - Literally any list-based config entry has gotten 2 new entries.
Item Settings - Living Pick-Axe Attack Damage
Item Settings - Living Pick-Axe Attack Range
Item Settings - Sentient Pick-Axe Durability
Item Settings - Sentient Pick-Axe Attack Damage
Item Settings - Sentient Pick-Axe Attack Range
Item Settings - Pick-axe Armor Damage
Block Settings - Reclamation Settings - Modified Living Pick-axe, added Sentient weapons/tools "srpcotesia:tool_pickaxe;425", "srparasites:weapon_scythe_sentient;1400", "srparasites:weapon_axe_sentient;1375", "srparasites:weapon_sword_sentient;1425", "srparasites:weapon_cleaver_sentient;1450", "srparasites:weapon_bow_sentient;1475", "srpcotesia:tool_pickaxe_sentient;1425",
Random Point Loss - Phase 9 Point Loss & Phase 10 Point Loss
Well Settings - Phase 9 Point Loss & Phase 10 Point Loss
Effect Swaps - "srparasites:prey;srparasites:rage", from "srparasites:prey;minecraft:strength"
relax
Changes
More work has been done to keep Factories from moving around. They also don't rotate anymore.
Don't you hate it when your hitbox keeps dragging you around? No? Just me?
Factory-Spawned Nexus versions will no longer be forced to despawn when in the Parasite Biome.
Possibly fixed issue where Parasite Players switching dimensions caused packet mismatch.
== 1.0.17 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.
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
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.
If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.
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.
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 the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.
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!
It's really only here for the getter.
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.
Fixed Desaturation Shader still rendering if its intensity was zero.
Fixed the repairing mechanic causing sounds to play when no repair occurred.
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.
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 -> 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.
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.
Factory Behavior - Spawn Persistence - Whether created parasites cannot despawn.
Dismiss Beckons - Whether Stage IV Beckons will dismiss younger Stage III-IV Beckons.
Dismissal Value - Amount of Evolution Points generated when Stage IV Beckons dismiss younger Beckons.
Dismissal Damage Cap Increase - Amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap by.
Dismissal Damage Cap Maximum - Maximum amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap to.
Reinforcement Ownership Transfer - Whether spawning Beckons via the Reinforcement System (or similar method internally) will carry over the Factory-Spawned tag.
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.
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",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",Biomass Settings - Repairable Items - Added nocube's mod ids.
Bloom Settings - Beheading Threshold - Amount of post-armor damage needed to be dealt to behead a parasite player.
Bloom Settings - Beheading Threshold Fire - Whether fire damage bypasses the threshold.
Factory Behavior - Looting Drop Factor - The fraction of the looting level to convert into bonus drops. Only applies to the Living Scalpel.
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
Latch - Attack Strength - Increased to 10, from 2.
Latch - Max Health - Increased to 10, from 5.
Latch - Attack Strength Per Tier - Amount to increase the Latch's Attack Damage by with Corpse Bloom.
Latch - Max Health Per Tier - Amount to increase the Latch's Maximum Health by with Corpse Bloom.
Factory - Drops - Items that the Factory will drop.
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.
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
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.
If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.
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.
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 the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.
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!
It's really only here for the getter.
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.
Fixed Desaturation Shader still rendering if its intensity was zero.
Fixed the repairing mechanic causing sounds to play when no repair occurred.
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.
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.
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.
Factory Behavior - Spawn Persistence - Whether created parasites cannot despawn.
Dismiss Beckons - Whether Stage IV Beckons will dismiss younger Stage III-IV Beckons.
Dismissal Value - Amount of Evolution Points generated when Stage IV Beckons dismiss younger Beckons.
Dismissal Damage Cap Increase - Amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap by.
Dismissal Damage Cap Maximum - Maximum amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap to.
Reinforcement Ownership Transfer - Whether spawning Beckons via the Reinforcement System (or similar method internally) will carry over the Factory-Spawned tag.
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.
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",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",Biomass Settings - Repairable Items - Added nocube's mod ids.
Bloom Settings - Beheading Threshold - Amount of post-armor damage needed to be dealt to behead a parasite player.
Bloom Settings - Beheading Threshold Fire - Whether fire damage bypasses the threshold.
Factory Behavior - Looting Drop Factor - The fraction of the looting level to convert into bonus drops. Only applies to the Living Scalpel.
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
Latch - Attack Strength - Increased to 10, from 2.
Latch - Max Health - Increased to 10, from 5.
Latch - Attack Strength Per Tier - Amount to increase the Latch's Attack Damage by with Corpse Bloom.
Latch - Max Health Per Tier - Amount to increase the Latch's Maximum Health by with Corpse Bloom.
Factory - Drops - Items that the Factory will drop.
Apologies for not uploading this sooner, I was working on moving computers since this one was getting repaired.
quarter-baked
OH also, there is a Well rework planned, but it relies on another feature that will take a while to implement. For now, I'm pushing this out to fix a bug that was killing servers.
Changes
Fixed a critical bug where Wells making sounds would crash servers.
I mean they can warp reality so it makes sense
There's a bit of Patchouli stuff in here that is coming out in the next update, for now it's heavily unfinished.
Consider this a sneak peek. Pretty much all of the text will change though so
Config Changes
Literally nothing
whar
Changes
Fixed the Soulless Core's recipe using an incorrect mod id for the Dirty Needle.
1.0.16 Changelog
The Reclamation Update
Changes
Moving Flesh should no longer aggro on enemies parasite players are fighting.
Same goes for Rupters below their attack phase, although they may still be a bit apprehensive
Naming Factories, either via nametag or an anvil, will also cause it to apply that name to any parasites it spawns or upgrades.
This also means that Factories will keep their custom names when turned into items and vice versa.
This also works for upgrading parasites or when spawning via the Emboldened marker.
The Crux and Heed have been moved down to Tier 3 (Adapted).
The Evolution and Deevolution wands now work on parasite players.
The bloom level will be regained after 10 seconds.
The Evolution wand will increase bloom by 1, and increases kills contributed if necessary.
The Deevolution wand will decrease bloom by 1, and kill the player instantly if they are at 0 when it is used.
If the Assimilated Adventurer is destroyed or otherwise despawns in the first half-second after using the note, you will instantly become a parasite.
This is meant to avoid issues where it despawns or something
Stage IV Beckons will no longer give infinite biomass.
They will instead auto-upgrade nearby parasite players to Bloom level 4 (Pures).
This will not increase points contributed, the upgrade will be lost when you die.
Two new attributes: Percentage Damage and Minimum Damage ("srpcotesia.percentDamage" and "srpcotesia.minimumDamage", respectively)
The formula for how much minimum damage is dealt in an attack is minimumDamage + amount * percentDamage.
So setting percentDamage to 0.1 will add 10% of an attack's damage as Minimum Damage.
The Dendritus only needs an Ender Pearl instead of an Eye of Ender now.
The Masticator now has an optional 3D model, as requested by a pack developer.
It can be enabled in the configs: Item Settings - Masticator 3D Model
Increased the duration of Night Vision for parasite players. Should reduce flickering.
New Block: the Reclamation Table!
This extremely cold receptacle allows for you to send unneeded parasite drops to [REDACTED] in exchange for experience.
Of course, this also includes items created with parasite parts, such as Lures, Living and Sentient Weaponry/Armor, and other related items.
The list of items that can be given away is Config-Driven, and also shown in JEI.
New Item: Soulless Core
Can be used to obtain Hermit's Arsenal's Living Core variants without killing a parasite.
Right-click on the required parasite while holding this item.
Does nothing if Hermit's Arsenal is not installed.
Only works for parasite players.
Parasite Players can repair parasitic equipment by holding it in their main hand and sneaking.
This requires a Summoner (Primitive or Adapted) to be nearby. This requirement can be disabled.
Repairs do not cost any biomass.
Parasite Players can now Leap in the direction they are facing by pressing X while on the ground. The Malleability Menu has been rebound to Y.
This requires Tier 1, or Assimilated/Feral.
Holding the button should make you leap as soon as you hit the ground.
Jumping right when you leap might make you faster, but it also reduces height substantially.
Parasite Players now have similar fall reduction to parasites.
If the distance fallen is below the Fall Reduction value, no damage is taken.
Fixed a possible bug where biomass wasn't being spent for Factory Trades.
Fixed a bug where the parasite storage indicator wouldn't render for parasites of the same tier as the player.
Fixed a bug where the JEI Compatibility would try to call client-side code on the server.
Fixed Desaturation not applying at all.
Parasitic light sources allowing spawns now has logging, disabled by default so it isn't spammed.
This is good for testing if the torches actually work if you're unsure.
What do you mean parasite sight? I don't recall a feature relating to that.
Config Changes
Logging - Log Light Sources - Whether to log parasites successfully spawning via parasitic light sources.
Biomass - Parasite Cost Settings - srparasites:crux and srparasites:heed now have tier 3.
Bloom - Leaping Enabled - Whether parasite players can leap.
Bloom - Bloom For Leaping - Bloom requirement for leaping.
Bloom - Stage IV Beckon Upgrade Bloom - Bloom level that Stage IV Beckons will upgrade parasite players to.
Item Settings - Masticator 3D Model - Whether the Masticator uses a 3D model instead of the 2D one.
Block Settings - Reclamation Settings - Amount of XP gained for a given item when using the Reclamation Table.
Block Settings - Reclamation Biomass Requirement - Amount of biomass needed to operate the Reclamation Table.
Biomass - Repair Parasite Equipment - Whether parasite players can repair parasitic equipment
Biomass - Summoner for Repair - Whether repairing parasitic equipment needs a Summoner.
Biomass - Repair Amount - The amount that is repaired each second.
Biomass - Repairable Items - Items that can be repaired.
Biomass - Repairable Items Blacklist - Whether the Repairable Items list is a Blacklist instead.
The Reclamation Update
Changes
Moving Flesh should no longer aggro on enemies parasite players are fighting.
Same goes for Rupters below their attack phase, although they may still be a bit apprehensive
Naming Factories, either via nametag or an anvil, will also cause it to apply that name to any parasites it spawns or upgrades.
This also means that Factories will keep their custom names when turned into items and vice versa.
This also works for upgrading parasites or when spawning via the Emboldened marker.
The Crux and Heed have been moved down to Tier 3 (Adapted).
The Evolution and Deevolution wands now work on parasite players.
The bloom level will be regained after 10 seconds.
The Evolution wand will increase bloom by 1, and increases kills contributed if necessary.
The Deevolution wand will decrease bloom by 1, and kill the player instantly if they are at 0 when it is used.
If the Assimilated Adventurer is destroyed or otherwise despawns in the first half-second after using the note, you will instantly become a parasite.
This is meant to avoid issues where it despawns or something
Stage IV Beckons will no longer give infinite biomass.
They will instead auto-upgrade nearby parasite players to Bloom level 4 (Pures).
This will not increase points contributed, the upgrade will be lost when you die.
Two new attributes: Percentage Damage and Minimum Damage ("srpcotesia.percentDamage" and "srpcotesia.minimumDamage", respectively)
The formula for how much minimum damage is dealt in an attack is minimumDamage + amount * percentDamage.
So setting percentDamage to 0.1 will add 10% of an attack's damage as Minimum Damage.
The Dendritus only needs an Ender Pearl instead of an Eye of Ender now.
The Masticator now has an optional 3D model, as requested by a pack developer.
It can be enabled in the configs: Item Settings - Masticator 3D Model
Increased the duration of Night Vision for parasite players. Should reduce flickering.
New Block: the Reclamation Table!
This extremely cold receptacle allows for you to send unneeded parasite drops to [REDACTED] in exchange for experience.
Of course, this also includes items created with parasite parts, such as Lures, Living and Sentient Weaponry/Armor, and other related items.
The list of items that can be given away is Config-Driven, and also shown in JEI.
New Item: Soulless Core
Can be used to obtain Hermit's Arsenal's Living Core variants without killing a parasite.
Right-click on the required parasite while holding this item.
Does nothing if Hermit's Arsenal is not installed.
Only works for parasite players.
Parasite Players can repair parasitic equipment by holding it in their main hand and sneaking.
This requires a Summoner (Primitive or Adapted) to be nearby. This requirement can be disabled.
Repairs do not cost any biomass.
Parasite Players can now Leap in the direction they are facing by pressing X while on the ground. The Malleability Menu has been rebound to Y.
This requires Tier 1, or Assimilated/Feral.
Holding the button should make you leap as soon as you hit the ground.
Jumping right when you leap might make you faster, but it also reduces height substantially.
Parasite Players now have similar fall reduction to parasites.
If the distance fallen is below the Fall Reduction value, no damage is taken.
Fixed a possible bug where biomass wasn't being spent for Factory Trades.
Fixed a bug where the parasite storage indicator wouldn't render for parasites of the same tier as the player.
Fixed a bug where the JEI Compatibility would try to call client-side code on the server.
Fixed Desaturation not applying at all.
Parasitic light sources allowing spawns now has logging, disabled by default so it isn't spammed.
This is good for testing if the torches actually work if you're unsure.
What do you mean parasite sight? I don't recall a feature relating to that.
Config Changes
Logging - Log Light Sources - Whether to log parasites successfully spawning via parasitic light sources.
Biomass - Parasite Cost Settings - srparasites:crux and srparasites:heed now have tier 3.
Bloom - Leaping Enabled - Whether parasite players can leap.
Bloom - Bloom For Leaping - Bloom requirement for leaping.
Bloom - Stage IV Beckon Upgrade Bloom - Bloom level that Stage IV Beckons will upgrade parasite players to.
Item Settings - Masticator 3D Model - Whether the Masticator uses a 3D model instead of the 2D one.
Block Settings - Reclamation Settings - Amount of XP gained for a given item when using the Reclamation Table.
Block Settings - Reclamation Biomass Requirement - Amount of biomass needed to operate the Reclamation Table.
Biomass - Repair Parasite Equipment - Whether parasite players can repair parasitic equipment
Biomass - Summoner for Repair - Whether repairing parasitic equipment needs a Summoner.
Biomass - Repair Amount - The amount that is repaired each second.
Biomass - Repairable Items - Items that can be repaired.
Biomass - Repairable Items Blacklist - Whether the Repairable Items list is a Blacklist instead.
The Reclamation Update
Changes
Moving Flesh should no longer aggro on enemies parasite players are fighting.
Same goes for Rupters below their attack phase, although they may still be a bit apprehensive
Naming Factories, either via nametag or an anvil, will also cause it to apply that name to any parasites it spawns or upgrades.
This also means that Factories will keep their custom names when turned into items and vice versa.
This also works for upgrading parasites or when spawning via the Emboldened marker.
The Crux and Heed have been moved down to Tier 3 (Adapted).
The Evolution and Deevolution wands now work on parasite players.
The bloom level will be regained after 10 seconds.
The Evolution wand will increase bloom by 1, and increases kills contributed if necessary.
The Deevolution wand will decrease bloom by 1, and kill the player instantly if they are at 0 when it is used.
If the Assimilated Adventurer is destroyed or otherwise despawns in the first half-second after using the note, you will instantly become a parasite.
This is meant to avoid issues where it despawns or something
Stage IV Beckons will no longer give infinite biomass.
They will instead auto-upgrade nearby parasite players to Bloom level 4 (Pures).
This will not increase points contributed, the upgrade will be lost when you die.
Two new attributes: Percentage Damage and Minimum Damage ("srpcotesia.percentDamage" and "srpcotesia.minimumDamage", respectively)
The formula for how much minimum damage is dealt in an attack is minimumDamage + amount * percentDamage.
So setting percentDamage to 0.1 will add 10% of an attack's damage as Minimum Damage.
The Dendritus only needs an Ender Pearl instead of an Eye of Ender now.
The Masticator now has an optional 3D model, as requested by a pack developer.
It can be enabled in the configs: Item Settings - Masticator 3D Model
Increased the duration of Night Vision for parasite players. Should reduce flickering.
New Block: the Reclamation Table!
This extremely cold receptacle allows for you to send unneeded parasite drops to [REDACTED] in exchange for experience.
Of course, this also includes items created with parasite parts, such as Lures, Living and Sentient Weaponry/Armor, and other related items.
The list of items that can be given away is Config-Driven, and also shown in JEI.
New Item: Soulless Core
Can be used to obtain Hermit's Arsenal's Living Core variants without killing a parasite.
Right-click on the required parasite while holding this item.
Does nothing if Hermit's Arsenal is not installed.
Only works for parasite players.
Parasite Players can repair parasitic equipment by holding it in their main hand and sneaking.
This requires a Summoner (Primitive or Adapted) to be nearby. This requirement can be disabled.
Repairs do not cost any biomass.
Parasite Players can now Leap in the direction they are facing by pressing X while on the ground. The Malleability Menu has been rebound to Y.
This requires Tier 1, or Assimilated/Feral.
Holding the button should make you leap as soon as you hit the ground.
Jumping right when you leap might make you faster, but it also reduces height substantially.
Parasite Players now have similar fall reduction to parasites.
If the distance fallen is below the Fall Reduction value, no damage is taken.
Fixed a possible bug where biomass wasn't being spent for Factory Trades.
Fixed a bug where the parasite storage indicator wouldn't render for parasites of the same tier as the player.
Fixed a bug where the JEI Compatibility would try to call client-side code on the server.
Fixed Desaturation not applying at all.
Parasitic light sources allowing spawns now has logging, disabled by default so it isn't spammed.
This is good for testing if the torches actually work if you're unsure.
What do you mean parasite sight? I don't recall a feature relating to that.
Config Changes
Logging - Log Light Sources - Whether to log parasites successfully spawning via parasitic light sources.
Biomass - Parasite Cost Settings - srparasites:crux and srparasites:heed now have tier 3.
Bloom - Leaping Enabled - Whether parasite players can leap.
Bloom - Bloom For Leaping - Bloom requirement for leaping.
Bloom - Stage IV Beckon Upgrade Bloom - Bloom level that Stage IV Beckons will upgrade parasite players to.
Item Settings - Masticator 3D Model - Whether the Masticator uses a 3D model instead of the 2D one.
Block Settings - Reclamation Settings - Amount of XP gained for a given item when using the Reclamation Table.
Block Settings - Reclamation Biomass Requirement - Amount of biomass needed to operate the Reclamation Table.
Biomass - Repair Parasite Equipment - Whether parasite players can repair parasitic equipment
Biomass - Summoner for Repair - Whether repairing parasitic equipment needs a Summoner.
Biomass - Repair Amount - The amount that is repaired each second.
Biomass - Repairable Items - Items that can be repaired.
Biomass - Repairable Items Blacklist - Whether the Repairable Items list is a Blacklist instead.
1.0.15 isn't real
Changes:
Fixed NullPointerException crash due to erroneous casting
1.0.15 changelog:
I can't even fathom This update is mostly Threat-related. I have been busy with other things recently so this update doesn't have much meat in it.
Changes
Fixed "Need x biomass" message for Orbs missing the biomass amount.
It also should no longer be erroneously displayed if you don't have Orbs unlocked. There was a message for that, but it wasn't playing.
Now compatible with Real First Person 2, parasite player features will be present too!
Fixed the fix for Turn that was in the last hotfix. Hopefully.
Buffed both Ante and Enhanced Mobs, they should be stronger now.
New potion effect: Gravity
This deals TRUE DAMAGE if you are on fire though. You have been warned.
Slams a mob down on the ground, expires when they hit the ground.
The speed you fall at is scaled by the amplifier.
Deals 10 damage on impact, only scales with the amplifier, not distance fallen.
If it expires before you hit the ground, no damage is taken.
Enhanced Mobs will apply 2 seconds of Gravity to mobs they are targetting if they are in the air.
The amplifier applied will scale with Ante, similarly to the Speed effect.
3 passable blocks are needed below the target, as well as the block the target is in. The blocks must also be non-liquid.
Enhanced Mobs applying Speed to themselves or Gravity to their enemies can now be disabled.
Sunlight after Ante 7 will now deal true damage.
This deals 20 damage per second, and works similarly to Minimum Damage.
It also has a per-tick chance to remove Fire Resistance if one has it.
Don't go outside.
Well Grace Period has been reduced to 10 days. The first Well should appear on day 20 now.
Config Changes
Wells - Well Grace Period - Changed to 240000, from 480000
I've touched up the entry descriptions for most of the Ante-related options.
Armageddon - Maximum Defense - Changed to 300, from 100
Armageddon - Defense per Ante - Changed to 5, from 0.5
Armageddon - Maximum Hyper Armor - Changed to 75, from 50
Armageddon - Hyper Armor per Ante - Changed to 10, from 5
Armageddon - Maximum Bane - Changed to 75, from 10
Armageddon - Bane per Ante - Changed to 10, from 1
Armageddon - Chance to remove Fire Resistance - Chance that, each tick, the Fire Resistance effect will be removed if in direct sunlight after the Ante threshold.
Armageddon - Maximum Speed Amplifier - Changed to 7, from 4
Armageddon - Mobs Apply Speed - Whether Enhanced Mobs can apply Speed to themselves.
Effects - New Category: Gravity
Effects - Gravity - Gravity Damage - Base damage for the effect, defaults to 20. Scales with the amplifier.
Armageddon - Gravity Amplifier per Ante - Amount of Gravity amplifier to add per ante. The resulting value, if it is not an integer, is rounded down.
Armageddon - Maximum Gravity Amplifier - Maximum amplifier for the Gravity effect when applied via Enhanced Mob.
Armageddon - Gravity Passable Blocks Needed - Amount of passable blocks beneath the target needed to apply Gravity.
Armageddon - Mobs Apply Gravity - Whether Enhanced Mobs can apply Gravity to airborne targets.
I can't even fathom This update is mostly Threat-related. I have been busy with other things recently so this update doesn't have much meat in it.
Changes
Fixed "Need x biomass" message for Orbs missing the biomass amount.
It also should no longer be erroneously displayed if you don't have Orbs unlocked. There was a message for that, but it wasn't playing.
Now compatible with Real First Person 2, parasite player features will be present too!
Fixed the fix for Turn that was in the last hotfix. Hopefully.
Buffed both Ante and Enhanced Mobs, they should be stronger now.
New potion effect: Gravity
This deals TRUE DAMAGE if you are on fire though. You have been warned.
Slams a mob down on the ground, expires when they hit the ground.
The speed you fall at is scaled by the amplifier.
Deals 10 damage on impact, only scales with the amplifier, not distance fallen.
If it expires before you hit the ground, no damage is taken.
Enhanced Mobs will apply 2 seconds of Gravity to mobs they are targetting if they are in the air.
The amplifier applied will scale with Ante, similarly to the Speed effect.
3 passable blocks are needed below the target, as well as the block the target is in. The blocks must also be non-liquid.
Enhanced Mobs applying Speed to themselves or Gravity to their enemies can now be disabled.
Sunlight after Ante 7 will now deal true damage.
This deals 20 damage per second, and works similarly to Minimum Damage.
It also has a per-tick chance to remove Fire Resistance if one has it.
Don't go outside.
Well Grace Period has been reduced to 10 days. The first Well should appear on day 20 now.
Config Changes
Wells - Well Grace Period - Changed to 240000, from 480000
I've touched up the entry descriptions for most of the Ante-related options.
Armageddon - Maximum Defense - Changed to 300, from 100
Armageddon - Defense per Ante - Changed to 5, from 0.5
Armageddon - Maximum Hyper Armor - Changed to 75, from 50
Armageddon - Hyper Armor per Ante - Changed to 10, from 5
Armageddon - Maximum Bane - Changed to 75, from 10
Armageddon - Bane per Ante - Changed to 10, from 1
Armageddon - Chance to remove Fire Resistance - Chance that, each tick, the Fire Resistance effect will be removed if in direct sunlight after the Ante threshold.
Armageddon - Maximum Speed Amplifier - Changed to 7, from 4
Armageddon - Mobs Apply Speed - Whether Enhanced Mobs can apply Speed to themselves.
Effects - New Category: Gravity
Effects - Gravity - Gravity Damage - Base damage for the effect, defaults to 20. Scales with the amplifier.
Armageddon - Gravity Amplifier per Ante - Amount of Gravity amplifier to add per ante. The resulting value, if it is not an integer, is rounded down.
Armageddon - Maximum Gravity Amplifier - Maximum amplifier for the Gravity effect when applied via Enhanced Mob.
Armageddon - Gravity Passable Blocks Needed - Amount of passable blocks beneath the target needed to apply Gravity.
Armageddon - Mobs Apply Gravity - Whether Enhanced Mobs can apply Gravity to airborne targets.
indubitably
Changes
The overlay for looking at a Factory now mentions how to put in and take out biomass, provided you aren't holding anything.
Factory description now mentions that nearby placed Factories of the same tier increase drop payout.
The other Factories have to each be bound to a different parasite. Duplicates don't count.
This is meant to incentivize collecting Factories for every parasite.
Enchantments now mention what they do in the configs.
New Enchantment: Cunning
Non-treasure, I-V
Increases Minimum Damage dealt by spawned parasites. Damage increases by 1 per level.
The Turn Brew Effect now awards points akin to COTH infection.
It should also no longer work on Enhanced Mobs, if it ever did
Added Ignis Knife and Ignis Chakram from Hermit's Arsenal into the Fear Items list, since they are fire-related.
Config Changes
Enchantments - All - Now have a description for each enchantment
Enchantments - New Category: Cunning
Enchantments - Cunning - Per-Level Damage Increase - Amount of Minimum Damage gained per level.
Bloom - Fear Items - Added "hermitsarsenal:ignis_knife;4", "hermitsarsenal:ignis_chakram;4"
Brew Settings - Effects - Turn - Turn Value - Amount of Evolution Points gained when the effect turns a mob. Defaults to 6.
Area of effect
Changes
The Trustworthy Note cutscene has been shortened substantially, and should only take around 32 seconds to finish now.
The Trustworthy Note now appears regardless of moon phase. That requirement was kind of silly anyway.
Parasite players can now create orbs after Adapted Tier (Bloom level 3)
This differs pretty heavily from when orbs normally appear, around Primitive stage, but I wanted to give level 3 more of an identity.
Orbs will give whatever effects you have to nearby parasites, known as Diffusion. They also apply their own.
Orb effects are fully configurable, and mimic SRP's standard configs, with an extra addition to account for Corpse Bloom.
Orbs can steal xp, and the stolen xp will be given to the parasite player that made them.
The Latch and Orb cannot be used simultaneously. Having a Latch active will prevent you from making an orb, and vice versa.
In unrelated news, the Recuperation effect now heals once every half second instead of second.
It also supports negative amplifiers for no reason whatsoever, not suspicious at all
Config Changes
Item Settings - Trustworthy Note - TN Appears Naturally - Modified description to indicate that moon phase requirement has been lifted. It can be reenabled, however.
Item Settings - Trustworthy Note - TN Moon Phase - Changed to ALL, from FULL_MOON
Also removed a vestigial mentioning of NEVER, which didn't even make it to release
It now mentions ALL instead, since that can be used to lift the requirement.
Bloom - Orb Enabled - Whether player orbs are enabled.
Bloom - Orbs Steal Experience - Whether player orbs can steal experience.
Bloom - Orb Biomass Cost - Self-explanatory, spent whenever an orb is created. Defaults to 5.
Orbs can be made free by setting this to 0.
Bloom - Orb Bloom Requirement - Corpse Bloom requirement for creating an orb. Defaults to 3.
Bloom - Orb XP Steal per Bloom - Amount of experience points to steal for each bloom level, starting at Tier 0.
Bloom - Orbs Diffuse Effects - Whether player orbs can give nearby parasites whatever effects the player had.
This process is referred to as Diffusion.
This only works for beneficial effects.
Bloom - Orb Diffusion Blacklist - Effects which orbs cannot diffuse from their bearers to nearby parasites.
Defaults to minecraft:invisibility, but more effects can be added.
Bloom - Orb Diffusion Whitelist - Whether the prior blacklist is a whitelist instead, only allowing effects on the list to be diffused.
Bloom - Orb Settings - This one's pretty complicated, it contains the potion effects applied by player orbs.
Notice how minecraft:hunger is listed twice here. The one with tier 4 is listed first, so it takes precedence. The same happens for srpcotesia:recuperation.
However, recuperation also has a second instance with negative amplifier, but a different target (enemies), so it isn't ignored.
(bloomRequirement)+ is prepended to all effects. So 5+0;30;1;srpcotesia:scrying;2;0 only works on tier 5.
For multiple instances of the same effect, the one listed (and qualifying) first, top down, is chosen.
This cannot be omitted. Put 0+ if you want it to work regardless of tier.
This is calculated seperately for effects which have different targets (enemies, allies, self, etc.)
This is how you get effects that scale in amplifier alongside tier, like with Hunger in the default settings.
The formatting is nearly identical to base SRP orb config format, with two minor changes
Default: "5+0;30;1;srpcotesia:scrying;2;0", "5+2;30;7;minecraft:strength;1;1", "5+2;5;5;srpcotesia:recuperation;1;0", "5+0;5;-5;srpcotesia:recuperation;1;0", "4+0;30;3;srparasites:viral;1;0", "4+0;10;1;srparasites:corrosive;1;0", "4+2;5;2;srpcotesia:recuperation;1;0", "4+0;30;3;minecraft:hunger;1;0", "3+0;15;1;srparasites:viral;1;0", "3+0;15;1;minecraft:poison;1;0", "3+0;15;1;minecraft:hunger;1;0", "3+0;15;1;minecraft:wither;1;0"
TLDR: List stuff in descending tier order.
hiccup
Changes
Changed early mixins to no longer reference config variables, to prevent unecessary class loading
Instead, they now have shady static variables in the aptly named SuspiciousVariables class, which references nothing else.
Adding points via infection no longer rewards kills if there is a Phase Cooldown active.
It also uses a mixin in effectCoth now.
Removed a ton of unused imports, it probably doesn't matter but eh
it astounds me how untested these features are
Changes:
Putrid Units can now be converted to Assimilated Flesh, just in case Assimilateds stop being accessible.
This is of course nigh pointless for regular players since they can't obtain Putrid Units anyway, as intended.
New Item: Dirty Needle, a dubious syringe filled with an unknown chemical.
Hitting an entity with it will break the needle, and afflict them with Embolism for 30 seconds.
Embolism causes COTH to work at quindectuple (15x) the speed
If the COTH Rework is enabled, it will slowly damage entities to the threshold
One can configure both the speed and the effects the needle gives.
Masticator Clouds can no longer infest blocks if they are on fire.
Most tools now have configurable durability. The Living Pick-axe and Living Scalpel also now have their own durability entries, rather than referring to SRP's value.
This includes the Masticator, which defaults to 0 to make it unbreakable.
The Living tools' config options default to whatever the Living durability is set to in SRP's main config file.
The Well Sealer no longer has a placeholder texture, or telekinetic powers
I.E. It should check distance now.
The Well Divining Rod now properly mentions which dimension the Well is in.
Additionally, its distance calculation for whether Well Sealers can be used has been fixed.
Wells draining points now has a sound cue and message.
Well sounds should now play properly. ONE EXCLAMATION POINT
Colony recording damage types should now work if a player is degenerating.
Rendering factory bound parasites can now be toggled.
Additionally, the Primitive Tozoon, Host, and Herd are no longer rendered this way.
Config Changes
Client - Render Factory Parasite - Whether the parasite bound to a factory is shown onscreen.
Item Settings - X Durability - X is the tool in question. There are entries for both Living tools, the Masticator, and the Well Divining Rod
The Well Divining Rod's default durability is now 200, from 100.
Item Settings - Dirty Needle Effects - The effects applied by the Dirty Needle. The format is similar to that of the Primitive Bolster's ally effects.
Effects - Embolism - New category
Embolism Enabled - Whether the effect is registered
COTH Speed Multiplier - The multiplier on the speed of the COTH effect while Embolism is active.
I am NOT A MORON !!
Changes:
Fixed Armageddon being disabled by default due to ineptitude.
This is just to make sure Wells are properly active, none of the other armageddon mechanics are enabled.
JEI now mentions how to obtain The Masticator
Internal change to capabilities, should no longer put a null nbt value if the capability doesn't exist (why did I do that)
Config Changes
Armageddon - Enabled - now Enabled by default.
whar
TLDR:
Colony Integration
Damage Cap (If you're a cheater)
Subtle Enchanted Factory visual
Minor UI stuff
Changes:
Fixed the "Missing Colony" text overlapping in the overlay.
There are now config settings to enable Damage Caps for parasite players, DISABLED BY DEFAULT.
Parasite Players will now receive bonuses from Colonies.
The bonus refers to the highest tier colony you have received the effects of.
The effects persist until you die.
Parasite Players can now send their most common damage type to Colonies if they can adapt to damage, provided it is enabled in the config.
THIS IS DISABLED BY DEFAULT.
Parasite players can now request the most common damage type from colonies. This can be disabled in the configs, and is done through the Malleability Menu, by default accessed with X.
Fixed possibly adapting to Void damage.
Enchanted Factories now have a slight dynamic tint when placed in the world.
Config Changes:
Apply Colony Effects - self explanatory.
Notify Colonies on Death - Whether parasite players can send their most common damage type to nearby Colonies on death.
Bloom - Damage Cap Enabled, Damage Cap Bloom Requirement, Damage Cap per Bloom - Damage cap related settings, mimic Minimum Damage and Exhaustion.
Bloom - Colony Common Damage Type - Whether parasite players can request the most common damage type from colonies.
rip and tear
TLDR:
DEPENDS ON MIXINBOOTER AGAIN.
Both of these mods use ancient mixins that conflict with Mixinbooter.
To clarify, the issue is with the Forge version of Phosphor, since it is no longer supported. There are other lighting mods for 1.12.2, though.
Now incompatible with Phosphor and BetterPortals.
UI is less confusing
Wells will appear every 10 days, make a Well Divining Rod and 10 or so Well Sealers to find and destroy them, respectively.
Wells are not visible, the only way you'll know it's there is with the Well Divining Rod, or the Well Sealer if close enough.
The Masticator, make the fields beautiful!
Item-related config restructuring. Redo your configs!
Minor balancing changes
Latch Fixes
Threat Fixes and Changes
Compat fixes
No more Natural Regen
RPL got ax'd
Friendly Orbs are friendly
Marauder and Adapted Bolster special attack Rage
Changes
Most brew effects have had their biomass costs reduced.
The mod has transitioned back to depending on Mixinbooter.
You can visit the SRP Discord if you want more context regarding this change, and why I originally switched off.
I have since resolved most of the issues regarding using mixinbooter (It was not a fun experience, hence why I switched off originally), but for now Phosphor and BetterPortals are incompatible again.
The Mangler has had its biomass cost reduced, and creation time increased.
Minimum bloom requirement for making Gloom Torches reduced to 0.
Modified messages and overlay to make mechanics more obvious.
Things like getting factory drops or the amount of biomass needed for them are now told to the player somehow.
Factory trades also mention the amount of biomass needed, if applicable.
Deploying a Latch now has a half-second cooldown
Relogging should no longer create floating unbound Latches.
The Threat looks different now.
Armageddon is enabled by default, but only Wells are active. The rest of the mechanics are still disabled by default.
Fixed Ante failing to increase if the world was closed before the milestone.
Fixed likely Armageddon Timer desync whenever players sleep.
Originally, whenever you slept, it would subtract a full night's worth of ticks, even if you didn't sleep at exactly the start of nighttime.
This means you'd have much less time than you expected.
Also, changed the amount of Nighttime ticks since those were technically incorrect too, they were supposed to be 11000.
You can only actually sleep once the time reaches 13000, not 12000.
Fixed Gene Desplicer & Cytokine Mutator from HA failing to work at all.
The Masticator, a tool that spews toxic, infectious miasmic clouds, has been added. It behaves much like a Flamethrower.
The clouds deal Minimum Damage to entities inside, as well as applying COTH and stacking Corrosion & Poison.
It can only infest blocks after Phase 4. It also generates fewer points than if a Beckon infested them, but only by a factor of 5.
Can be created by giving a Stage I Beckon Moldered Segments, which can be obtained by trading a Living Core to a Factory.
The Fetid "Canisters" which serve as its fuel can be created using Beckon Membranes and various parasite parts.
Wells are now in the mod.
Every 10 days, a Well will manifest in a randomly chosen dimension. By default, they can appear anywhere within a 10,000 block radius of 0, 0.
They also boost Ante gained every 10 days.
Wells are completely invisible to all forms of detection, only a Well Divining Rod can indicate their location, and even then, poorly.
Dimensions can be blacklisted to prevent wells from spawning in them.
Each active well will drain Evolution Points in all dimensions each day (or whatever interval is set in the config).
New Item: Well Divining Rod
Emits a spark in the direction of the nearest Well, if applicable.
It will instead tell you the dimension its in if it is in a different dimension.
New Block: Well Sealer
Damages a nearby Well for 10 damage. Wells have 100 health by default. These can be configured.
It works a lot like a Lure block, minus the Carcass functionality.
The Stored Parasite overlay now has an indicator for the key presses needed to store a parasite. (Usually SHIFT+R, or R plus whatever key you use to sneak)
The indicator only shows if you can store a parasite, or release it.
Modified Factory tooltip, replacing Mouse2 with Right Click to reduce ambiguity.
Each line also has a starting dash to reduce clutter.
New item: Putrid Unit
Use a factory to get drops from a Feral Parasite to obtain this item
Used to make the Dendritus instead of the Noxious Brain, so it is easier to obtain.
It's intended that parasite players use a Vermin or Gnat factory to get this item, but if 60 kills works for you go off I guess.
Gating it behind Pures makes catching up with the parasites somewhat difficult, especially if a Beckon is active.
Lowered the Phase 3 Burning event point loss to 400, from 3000.
Parasites no longer receive Natural Regeneration.
Random Point Loss is now disabled by default.
Effects applied via orbs from other parasites are now applied if the effect is meant to be given to other parasites.
So Adapted Summoners will give you Speed if you are in the orb range, etc.
The Special Attacks of the Marauder and Adapted Bolster should not affect parasite players anymore.
Additionally, they should now give Rage to nearby parasite players when the attack concludes.
Parasite Players will receive Rage whenever the Evolution Phase is reduced.
Binding Factories to Dispatchers is now possible again.
Config Changes
Settings for the Trustworthy Note and Phase Boosters have been moved to the "Item Settings" category.
Brews have not been affected by this change.
Item Settings - Masticator Block Value - The amount of points gained when The Masticator infests a block. Defaults to 10
Item Settings - Masticator Minimum Phase - The minimum Evolution Phase needed for the Masticator to infest blocks. Defaults to 4
Factory Behavior - Item Trades - added "srparasites:living_core;srpcotesia:moldered_segments;3"
Random Point Loss - Enabled - Now disabled by default.
Random Point Loss - Phase 3 Point Loss - Reduced to 400, from 3000
Armageddon - Nighttime Ticks - 11000, from 13000.
New Category: Well
Hunger Rework - Natural Regeneration - Defaults to false.
Biomass - Parasite Cost Settings - Reduced biomass cost of srparasites:mangler to 15, and increased creation time by 3 seconds (60 ticks)
Factory Behavior - Item Trades - reduced srpcotesia:gloomtorch bloom requirement to 0, from 2.
Factory Behavior - Extra Parasite Drops - added srpcotesia:putrid_unit to each feral parasite.
Brews - Recipes - Brew Effect Recipes - Reduced most biomass costs. "srparasites:lurecomponent1;turn;5", "srparasites:lurecomponent2;harm;5", "minecraft:fermented_spider_eye;poisonBane;3", "minecraft:nether_star;witherBane;3", "minecraft:gunpowder;explosion;10"
Brews - Recipes - Brew Potion Recipes - Reduced most biomass costs "minecraft:skull#1;minecraft:wither;-1;2;false", "srparasites:lurecomponent5;srpcotesia:scrying;4;5;false", "srparasites:ada_reeker_drop;srparasites:viral;-1;10;false", "srparasites:ada_yelloweye_drop;srparasites:corrosive;-1;1;false", "srparasites:ada_summoner_drop;srparasites:rage;1;2;true", "srparasites:ada_bolster_drop;srpcotesia:recuperation;-1;5;true", "minecraft:sugar;minecraft:speed;1;5;true", "srparasites:ada_manducater_drop;minecraft:invisibility;1;20;true"
The air is burning around you...
Highlights
Essential Compatibility
Latch changes, UI changes
Threat stuff
Trustworthy Note changes
Reinforcement System compatibility
Glowy bits
More Config options
If i get no feedback i will die
You should redo your configs for this update. Quite a bit has changed.
Changes
MixinExtras is now shadowed again. The version has not changed, however.
In order to gain compatibility with the Essential mod, this mod will shadow mixinextras to where that mod shadows its own mixinextras.
Just in case you see essential mentioned in a crash report without it being installed.
The Latch should no longer ignore its Attack cooldown (silly)
Buglins will no longer lunge at enemies when parasite players attack or are attacked.
They haven't forgotten what you did to their targetting, Dhan.
If Hermit's Arsenal is installed, Parasite Players will drop Incinerated Flesh and Fragmented Genomes whenever possible.
This requires a living entity to be responsible for the death.
Still on the fence for if parasite players will drop items more regularly. More at 11.
Latches should now properly die whenever their owner dies.
The UI has been modified a bit
This also shows its keybind now.
The UI element also shows the Keybind needed to use it, and whether it was deployed.
Points contributed now has its own progress bar. This also shows the next Corpse Bloom level's requirement, if applicable.
The Latch now has a UI indicator, and a message when you unlock it.
The Hiding UI no longer shows if the player in question cannot hide, due to insufficient Corpse Bloom.
The messages for the note now allude to why it failed to be used.
The dimension stipulation only exists if the nighttime stipulation is active.
"It won't budge. It seems weaker in this dimension." - The dimension you are in won't work. Try the overworld instead.
"It won't budge. Maybe try again when its darker out?" - It needs to be daytime.
"It won't budge. Perhaps the moon phase is wrong." - Wrong moon phase. I would've went with something more cryptic but people actually need to know what they need to do.
"It won't budge" - This is now unused (far too vague)
"They have advanced too far for this to matter." - The current Evolution Phase is too high.
Fixed a bug where parasite players would have worn skulls fail to rotate properly.
Might also fix other head-related issues, who knows
Phase -2 now has its own sound. I suggest you set up a new world as a parasite, run /atimer set 60, and then watch the fireworks, so I can get feedback.
Don't get your hopes up, I'm no sound designer.
There is also a minor visual effect, which can be toggled in the configs.
For non-parasites, the sound is C418's "Alpha", or the music for the end poem.
Corpse Bloom tier requirements are now configurable.
They default to the Evolution Phase Point Milestones, but each one can be modified if you wish.
Theoretically, you should be able to just regenerate your config if SRP changes their Phase Requirements, and the config should update as normal.
The requirement for the current Evolution Phase to be high enough can also be disabled now.
Parasite Players can now deal Minimum Damage on fully charged attacks, using the Slicer (The scythe tentacle in your head)
This will also apply Exhaustion, provided Minimum Damage occurs. It also has a sound cue!
Both of these are diminished when you use them too rapidly. There is a "delay" of 10 ticks wherein your damage and exhaustion will be interpolated (reduced). The more often you hit, the less you'll deal.
Parasite player Scent death value is now 10.
Points subtracted on death will now be subtracted from points contributed as well.
Debar can prevent points from being subtracted at all, as per standard practice.
This can be configured. If you only want the World to lose the points, that can be done (freeloader).
Parasite players will spawn Beckons on death provided the Reinforcement System is enabled.
This only occurs if an entity was responsible.
This stipulation extends to spawned Scents as well.
This can also be disabled, as well as spawning scents.
Parasite players mimic fire-based Rage behavior now. Getting hit with fire damage has a 1 in 5 chance to give the Rage effect.
The Grep should no longer fall into the bowels of the earth, never to return... (They still aren't finished)
Armageddon now prevents the biome from assimilating blocks, provided a node doesn't exist.
A node would only be able to exist post armageddon via commands since every node is killed when it occurs, so I'm not touching that.
To clarify, Colonies and Nodes will have their structures stay, but the inner heart will stop beating, so to speak. More of a Carcass than a structure.
Armageddon now scales mobs as time progresses. It does this through a new value, Ante.
An entity will flash blue if it is using its defense. This will play an Iron Golem hurt sound.
An entity will flash yellow if it blocks an attack with Hyper Armor. This will play an attack failure sound.
Defense is effectively extra health.
Hyper Armor turns damage below its value into healing.
Bane is extra damage dealt to Parasites.
Enhanced mobs will also gain the Speed effect with varying amplifier (it changes every second, most of the time) when targetting a parasite.
This cannot heal above half the mob's maximum health (including defense).
Ante will increase every 10 days, scaling Defense, Hyper Armor, and Bane for Enhanced Mobs. All three only apply to combat with parasites.
Ante also increases the chance that RPL occurs, as well as its severity.
A mob has a chance to become Enhanced when it spawns, and the chance increases the closer the Threat is.
When I do add a way to decrease Ante, there will be a minimum value it cannot go below. This creeps upward by 1 whenever its difference from ante exceeds 5 (configurable).
There's also a new command, /ante, which behaves much like /atimer.
Enhanced Mobs will remove 2 points for all adaptations on any parasites they attack. You are included in this.
There are custom hit colors and sounds for Defense and Hyper Armor proccing. Bane also has a sound when it is used. All sounds have pitch modifications of some kind.
Parasites will burn in sunlight once Ante exceeds 7. This can be configured, and doesn't occur if you are invulnerable.
Again, to reiterate, the Threat is still disabled by default. This is all a HEAVY work in progress.
Enhanced Mobs are still not at the level I aspire them to be at the moment, so if you do play with them enabled expect hiccups (don't be afraid to tell me about them, too!)
For parity with recent Beckon changes, the parasite player model and Factory model will both have glowing parts where necessary.
Config Changes, an inexhaustive list
Client - Armageddon Visual Artifacts - Whether Armageddon causes certain visual artifacts when it occurs.
Bloom - Point Milestones - The amount of points needed for each Corpse Bloom tier.
Random Point Loss - Burning Chance - Decreased to 0.3, from 0.4
Armageddon - Maximum and Ante stepping values for each auxillary mechanic for Enhanced mobs, as well as for RPL and the COTH rework.
Armageddon - Ante Ticks - Time it takes for Ante to increase by 1, in ticks.
Ante can be fixed by setting this to 0.
Armageddon - Enhancement Chance - Base chance for a mob to be Enhanced. Ante-sourced chance increases are stacked on top of this.
Armageddon - Armageddon Enabled - description updated.
Armageddon - Timer Enabled - Whether the armageddon timer is enabled.
Armageddon - Ante Enabled - Whether Ante is enabled.
Armageddon - Mob Enhancement Enabled - Whether mobs can be Enhanced. Existing enhanced mobs will behave like normal mobs if this is disabled.
Armageddon - Maximum Ante - The maximum value Ante can reach.
Armageddon - Starting Ante - When a world is created, Ante will be set to this.
Armageddon - Enhancement Fixed - Whether the timer has no effect on the Enhancement Chance.
Armageddon - Enhancement Blacklist - Mobs which cannot be enhanced. A whitelist check is also provided.
Armageddon - Ante to Burn in Sunlight - If ante exceeds this value, parasites will begin to burn in direct sunlight.
Spawn Beckon on Death & Spawn Scent on Death - both are self-explanatory, toggle the mechanics mentioned.
Bloom - Bloom Phase Value -> Bloom Phase Conversion
Bloom - Require Evolution Phase for Upgrade
Bloom - Minimum Damage Enabled, Minimum Damage Bloom Requirement - Enables and adds a tier requirement for Minimum Damage
Bloom - Minimum Damage per Bloom - Minimum damage value for each bloom value.
Bloom - Exhaustion Enabled, Exhaustion Bloom Requirement - Enables and adds a tier requirement for Exhaustion.
Bloom - Minimum Damage per Bloom - Minimum damage value for each bloom value.
Bloom - Lose Contributions on Death - Whether points lost on death are also subtracted from Points Contributed
The i hate making entities update
Burnout happens when you're overwhelmed, emotionally drained, and unable to keep up with life's incessant demands. The condition isn't medically diagnosed. But burnout can affect your physical and mental health if you don't acknowledge or treat it.
Changes
Tiered Factory trades failing will mention the needed tier if you aren't up to snuff.
MixinExtras is now shadowed, and updated to 0.3.5
This should reduce version issues with other mods using mixinextras
More progress has been made on the THREAT behind the scenes. It's not finished
This mod will likely only add like 2 real enemy entities, and I'm hoping to make those two as potent as possible.
This is going back on my previous yapping about "no entities" because I remembered that the old Mcreator addon had an entity I really liked, actually. If you heard a door slam open while playing that, you'll know what I'm talking about.
If you're a fan of silly unfinished entities, here you go
That old bucket of bad code was posted in the discord at some point idk
The Grep, a sentinel that fuses with mobs to fight parasites, has not been even remotely finished, hence being disabled by default
The Trustworthy Note transformation is now a little different.
Don't feel bad if your first introduction to the Factory was someone else talking about it, that's on me
This also allows you to receive another note, allowing you to try again.
Upon death, you are forced to spectate the Assimilated Adventurer. That way nobody gets stuck in spectator anymore.
At any point, if you unspectate them, you will die instantly and respawn in whatever gamemode you were in before you used the note, as if you died normally.
You are also given a Factory immediately upon transforming, that way players learn about the mechanic as early as possible.
Held Deterrent Factories now passively spawn their bound parasite near nearby targets.
This only happens when held, not when placed on the ground.
A very faint sound will play when this happens (It's just the Scent Wave sound pitched up, don't worry)
This can be disabled in the config.
Recipes, Fear Items, and other config-driven lists are now stored in data structures rather than just the string list.
Not only is this a little better performance-wise, but it should also allow for other mods to add their own more easily, without any config hotswaps.
New Enchantments! These are Factory-exclusive and affect the parasites they spawn.
An enchanted factory cannot be turned back into biomass, only unbound.
This is mostly cosmetic for some parasites, like the Assimilated Villager, for which it only really changes what it looks like.
Don't worry, there aren't any nests to worry about
New Variant Enchants: Virulent (treasure), Berzerking, Breaching, and the HA-exclusive Defiled cause certain parasites to take on the respecitve variant.
Deviantive (treasure), which causes some parasites to take on their special alternate skins, many with different stats. The Primitive Reeker has a Pale variant, for instance, that deals more damage but has half health.
Augment Enchant: Throwing, which causes the Kyphosis to throw nearby parasites at targets.
Fluidity, a leveled enchantment which reduces parasite creation time by 10% per level. It maxes out at level 5, or 50% reduction.
More enchantments are planned. Feel free to make suggestions!
Enchantments will be kept when you unbind a factory. Factories cannot be bound to parasites that the enchantments don't apply to.
Additionally, the new enchantments have both config settings and descriptions, should be useful if Enchantment Descriptions is installed.
Config Changes
Factory Behavior - Passively Spawn Deterrents
Factory Behavior - Evolution Point Trades - Now supports using # to specify metadata, JEI showed this but the actual functionality did not.
Factory Behavior - Producing Whitelist - Previously broken, was not appearing.
Removed - Missing Mixins Exception - This is no longer necessary, theoretically, since we don't depend on Mixinbooter anymore. It didn't do anything anyway.
Grep - Now has its own category in srpcotesia_mobs.cfg
Was supposed to be a hotfix until I had a nefarious idea
Also some rebalancing idk
You will need to regenerate your configs, this update changes quite a few things.
Changes
THE MOD NO LONGER DEPENDS ON MIXINBOOTER !! AT ALL !!
This should hopefully fix a host of incompatibility issues, and maybe make a few new ones as well
This switch now allows for working early mixins, which I didn't have before.
The Optifine issue from earlier was the result of not having that. Now it works just fine... right?
You will likely need the 0.7-0.8 mixin compatibility mod if you're using a suitably large modpack, although you probably already installed it earlier in that case
If you have mods like BetterPortals or VanillaFix, add it just in case.
Compatibility with Hermit's Arsenal v2.2, but that probably isn't available right now.
The Gene Splicer will now properly work on parasite players, but only if a player uses it.
Just in case you see a crash relating to it.
I am open to other reccomendations for mod compatibility.
JEI Integration for Factory trades and the Osmosis. The Factory tutorial can also be viewed via JEI.
Factory trades now properly integrate the Tier of factory required, this was mentioned in the configs but wasn't actually implemented for non-point trades.
As a result, I have retiered the item trades. Since the tier is required, you must redo this config entry.
Blocks from the biome will now require tier 5 (Preeminent, or Phase 5 when a node can be created) to be made, but only 0 to turn into useable material.
A notable exception is the Saplings, which only need bloom 0 to be cycled or made from other parasite items.
You can now turn vanilla saplings into parasite saplings. They all turn into a single one, which you can then cycle to get the others.
Factories that are unbound are no longer artificially darkened. This is mostly so the GUI doesn't feel cluttered.
That and it was redundant anyway - Bound factories show a spawn item for what they are bound to, or this mod's logo.
Fixed /dendritus command not being registered
Added a recipe for the Dendritus, craftable from Vacuous Cysts, Noxious Brains, and an Eye of Ender.
I might add more uses for Vacuous Cysts in the future, stay tuned.
Fixed Adaptation Sounds not playing at all
Moving Flesh that merge will always be Factory-spawned if one of them is Factory-spawned.
For reference, Factory-spawned parasites are unable to give points via merging or despawning.
Fixed the Dendritus having 1 extra stage range.
Maybe fixed a NullPointerException crash? Unsure if it'll ever come up.
WIP - Hiding parasites that were spawned by a factory will spread the tag to entities they infect.
This means that you'll get points for them successfully infecting too!
Additionally, Factory-spawned parasites will make mobs they successfully turn into factory-spawned parasites.
Factory-spawned parasites have a special particle effect when you are holding a factory.
Nerfed Factories for several parasites, their fuse times have been increased.
Additionally, a safeguard is in place to prevent negative fuse times.
Halved Base Factory health, they now have 2.5 Max Health by default.
Phase Boosters no longer apply globally! Laziness is not tolerated.
This can be changed in the configs, of course, if you want the original behavior back.
To compensate, the boosters have received substantial buffs to their multipliers, and increases to their XP drain to boot.
Keep in mind, boosters still increase biomass gain.
The booster does, however, boost points from parasites you spawn.
This isn't an idle game evan
Possibly fixed a bug where parasites would forget their managers instantly
Honestly, I understand the mindset
Blocks which dispel phasing should indicate that in their tooltip now.
If the inverse is enabled for some reason, the tooltip will reflect this.
The list now has a few extra blocks added, mainly end related.
Holding items with the "Its moving" tag as a parasite player will cause it to eventually remove itself.
This goes for the offhand as well.
The tag will be removed every second. Should allow for it to still appear if you switch off quick enough.
The tag is not removed for normal players.
The COTH Rework now defaults to the percentage check.
Additionally, the COTH rework now requires only 50% of an entity's health to be gone.
The numerical threshold has not been modified
The Random Point Loss system has been buffed, burning now has a higher chance of occuring, and will take more points when it does.
If burning does occur, the message will be different.
The Bloody Clock now provides as much information as a Factory does about the current evolution phase.
This information is only given if the recipient is a parasite.
Tweaked Phasing to try to force parasites being eye level with their targets.
Should allow them to actually attack
Config Changes
Factory Behavior - Item Trades - Many changes, read above for specifics. The trades haven't really changed that much anyway.
COTH Rework Settings - Health Threshold Type - Changed to percentage by default.
COTH Rework Settings - Percentage Health Threshold - Changed to 0.5, or 50% of max health.
Effects - Phasing - Disruptors - Added End Stone Bricks, the End Portal Frame, Bedrock, Barriers, and all Purpur variants
Random Point Loss - Burning Chance - Increased to 40%, from 10%
Random Point Loss - Max Burns - Increased to 4, from 1
Phase Boosters - Boost Global Gain - Allows phase boosters to boost global point gain. False by default.
Phase Boosters - Booster Stage I Multiplier - Increased to 2, from 1.5
Phase Boosters - Booster Stage I XP Drain - Increased to 2, from 1
Phase Boosters - Booster Stage II Multiplier - Increased to 4, from 2
Phase Boosters - Booster Stage II XP Drain - Increased to 4, from 2
Phase Boosters - Booster Stage III Multiplier - Increased to 8, from 2.5
Phase Boosters - Booster Stage III XP Drain - Increased to 8, from 3
Phase Boosters - Booster Stage IV Multiplier - Increased to 16, from 3
Phase Boosters - Booster Stage IV XP Drain - Increased to 16, from 4
Client - Show Factory Spawned Parasites - Whether a Factory spawned parasite will emit particles when you are holding a Factory.
Biomass - Parasite Cost Settings - Extra ticks for parasite creation time in a factory can now be added.
The Gnat has had its fuse time increased by 100 ticks, or 5 seconds.
The Primitive Vermin has had its fuse time increased by 200 ticks, or 10 seconds.
The Assimilated Ender Dragon has had its fuse time increased by 2000 ticks, or 1 minute and 40 seconds.
The Assimilated and Feral Endermen have had their fuse times increased by 100 and 200 ticks (5 and 10 seconds), respectively.
The Light Carrier has had its fuse time increased by 100 ticks, or 5 seconds.
The Flying Carrier has had its fuse time increased by 120 ticks, or 6 seconds.
The Heavy Carrier has had its fuse time increased by 200 ticks, or 10 seconds.
The Bogle and Haunter have had their fuse times increased by 4000 ticks, or 3 minutes and 20 seconds
The Heed's biomass cost has been increased by 5, to 50. Their fuse time has also been increased by 400 ticks, or 20 seconds.
If you have any concerns regarding these balance changes, please feel free to let me know.
Most if not all of them can be reverted using the config.
They're in the damn walls
This might as well be a pre-release given how experimental the Dendritus is, but eh.
Changes
Armageddon no longer occurs when disabled. It should also tick down globally independent of dimension, as intended.
Sorry william
It should also go down more when players sleep to skip the night, around 12000 ticks since that's how long night is. The time to skip can be configured.
The /atimer command now supports getting the current timer value using /atimer query
This should work similarly to /time query, but the return value will loop back around to 0 if it exceeds the integer limit via modulo (the actual timer does not do this, just the query result)
The timer should never naturally exceed 2 billion ticks anyway, since it goes down, but who knows
The Dendritus, a new block which can augment a Dispatcher if placed under it, or if given to it directly with space below. It will break bloks if it needs to to place it, given it can.
Augmented Dispatchers will prevent parasites from breaking blocks if in range.
Instead, they will receive the Phasing effect, which will allow them to move through solid blocks.
This will fail if the parasite is on fire, and parasite players are not given the effect.
Explosive Projectiles will also fail to break blocks in range of a Dendritus. I figured the effect was powerful enough to warrant that.
This is intended to both keep parasite bases intact while also causing problems for everyone else.
The block functions similarly to the Node and Colony, meaning its effects persist even if it isn't in loaded chunks.
Added Phasing.
The effect will be dispelled if a block that is too tough for the parasite to break, if their max breakable hardness was increased via the multipler, is present
There is also a config option to make specific blocks dispel Phasing, defaulting to End Stone.
Just between you and me, the Phasing effect doesn't actually give noclip. It just moves them and prevents suffocation. Don't tell them!
Hence why it does nothing for players. I may change this in the future.
New command, /dendritus, that prints out all active dendriti in the current dimension.
The Dendritus does not currently have a recipe, mainly due to its WIP nature. I don't want it to screw up existing worlds, I've done that enough already.
Changed how parasites give credit for kills to players, they will now store the uuid of the player that spawned them.
This should substantially reduce the amount of getClosestPlayer calls. Now it's just doing UUID searches, at this point I'm unsure if its much better.
If you're curious, the tag used is called "manager". We store it as a string to allow for null values.
Premature Optimization? Never heard of it!
Malleability Menu should now correctly render labels for adaptations being inaccessible.
Burning now rapidly drains Biomass and prevents Factories from making parasites.
This persists even if Fire Resistance is applied, provided it doesn't remove the fire.
The default values will drain around 2 biomass per tick, or 40 per second.
After this update, I will probably shift focus towards the Threat/causing parasite players distress. Especially after this, I've been spoiling you all.
Config Changes
Armageddon - Ticks in a Full Day - The amount of ticks in a day.
Armageddon - Ticks in Nighttime - The amount of ticks in a day where it is nighttime.
Biomass - Fire Drain - The amount of biomass to drain every five ticks while on fire.
Blocks - Dendritus Range - The range, in blocks, of a Dendritus per Dispatcher stage.
Blocks - Dendritus Effects - Whether the Dendritus has any effect at all.
Blocks - Dendritus Distance - Minimum distance between Dendriti.
Effects - Phasing - Phasing Enabled - Whether the Phasing effect is enabled. Dendriti will still prevent block breaking, but the effect won't be applied.
Effects - Phasing - Base Maximum Hardness - The base maximum hardness of phaseable blocks, anything higher will dispel the effect.
Effects - Phasing - Break if Not - Whether parasites should be allowed to break blocks if phasing can't be applied.
Effects - Phasing - Scan Block Value - Amount of points gained per phased block.
Effects - Phasing - Block Hardness Multiplier - Multiplier to the parasite's max hardness, to use instead of the base value for determining whether a block can be phased through.
This is getting ridiculous.
Changes
Fixed Factory item interactions failing, and everything severing heads, apparently.
Fixed Brew Sacs disallowing use if you had less biomass than needed to refill them, even if they still had throws remaining.
Adaptation Gui now has special messages for when adaptations are disabled, either via config or Immalleable, and also mentions if a Corpse Bloom requirement has not been met.
Hotfix 3
Changes
Fixed Optifine causing custom hit colors to not render. Experimental, and it doesn't recolor for the death animation.
This new player doesn't render any render layers (the original RenderPlayer handles that), but does fire its own RenderPlayer events, so you can use those.
RenderPlayerMalleable would've been a better name, now that I think about it.
This was done with RenderPlayerNuclear, a class that extends RenderPlayer and has its setBrightness method overridden.
I rendered another instance of the player, using this class instead, that is ever so slightly larger than the original (you might notice it ingame!).
This does technically mean the set of events, pre and post, are thrown twice (nuclear set first, then standard set). Hopefully this doesn't cause too many problems.
Added a red tint to the screen whenever your head is severed.
The tint slowly fades as you regenerate.
The tint does not block items in your hotbar from being rendered. This is technically a bug, but is also somewhat useful.
Config Changes
Client - Beheading Red Tint - Whether to tint the player's vision red when the secondary head is severed.
Client - Beheading Red Tint Amount - The amount to tint the screen.
I never want to see an optifine crash ever again.
Hotfix 2
Changes
A parasite player's secondary head can be severed using a direct sword strike, at a 40% chance.
You will be unable to hide while your head is gone.
This will delete all adaptations and prevent new adaptations from being created for 2 minutes.
It also applies Rage, Bleeding, and Slowness to the afflicted, mimicking SRP tendrils.
The Latch will now turn mobs at a configurable chance, and the behavior can be disabled altogether.
Custom hit colors are disabled automatically for the Player model if Optifine is installed, prevents a crash due to the class being loaded before my mixins can work.
Working on a fix, if anyone knows how to get around this let me know.
The Parasite render layer will still show the correct color.
Config Changes
Latch - Turn on Kill - Whether the Latch turns mobs it kills.
Latch - Turn Chance - The chance the Latch will turn a mob it kills.
Bloom - Parasites Can Follow Players - Enabled by default now.
Bloom - Beheading Chance - The chance that the secondary head is cut off.
Bloom - Head Regeneration Time - Amount of time, in ticks, it takes to regenerate the secondary head.
Factory Behavior - Sword Alternatives - Other weapons that can be used as swords, for Beheading or getting drops from Factories.
The Adaptation Update Hope you brought 5 more weapons
Changes:
Fixed a bug where you couldn't refill Brew Sacs. Thanks for making this apparent, no idea how I missed it.
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.
Barring stats, they emulate standard parasite adaptations 1 to 1. Fire can prevent it, but you can adapt to fire, et cetera.
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.
I'd argue we're getting into obscene levels of power with just this mechanic alone, but parity is parity.
I am willing to nerf this DAY ONE if I hear ONE PEEP that its unbalanced, so make your voice known!
Immalleable will prevent you from adapting to damage and drain existing adaptations.
The Foster effect (from base SRP) also fosters adaptations as well, in the same way as it does for other parasites.
Along with that, the Phase Booster GUI has been modified to also show Adaptations.
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.
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.
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.
The GUI will only show your first 21 adaptations, since anymore wouldn't fit.
Don't go over that, alright? I'd argue more than 20 adaptations is just ludicrous anyway (looking at you Preeminents)
I am currently brainstorming a way to sever your secondary head to delete all adaptations.
Storing them all in an appendage is a tradition in this line of work, just like being disguisting.
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.
Gore on death is now based on Corpse Bloom
If you are at Pure tier and die, you'll make Pure gore, ditto for the other tiers.
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.
A new mixin, this time for a vanilla class (RenderLivingBase) has been added, to make the hurt colors work.
This uses an injector into HEAD to the setBrightness method, and only cancels if mob in question is a player that can adapt.
If you get a crash regarding that method, it's probably my fault, then.
Config Changes:
Biomass - Parasite Cost Settings - Decreased Primitive Tozoon cost from 40 to 35.
The Gnat and Primitive Vermin are on thin ice, yall clearly cannot be trusted
Client - Adaptation Custom Hit Colors - Replaces standard hurt colors with adapting parasite colors, for parity.
Bloom - Player Adaptation - Whether adaptations are enabled or not.
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
You can now store Dispatchers and Beckons that are below Stage IV.
They don't like it very much, and concerns will be voiced.
People wanted beckons to be salvageable but the hive can't afford to waste resources like that.
In order to account for possible loss of RS beckons, stored parasites will now be released when you die, possibly avenging you.
Blocks from this mod cannot be broken by parasites anymore. The light source exception does not apply here.
This is actually for parity with SRP's biome blocks, which the parasites also cannot break.
The Osmosis's GeoBlockRenderer has had its rendering modified to remove lightmap setting code. This caused crashes for some users.
If new crashes occur whenever rendering or placing the Osmosis, please let me know.
Modified reagent tooltips, they should now show if a reagent is a damage amplfier, effect source, intensifier, or a combination of the three.
Electrobob's Wizardry compatibility. Should now work with spell animations enabled, but it's still a little experimental.
A new threat has been added to the world for the parasites to contend with. HEAVY WIP.
This can be disabled in the config, and in fact is by default. Not that I wouldn't want to see this surprise somebody.
By "contend" I don't mean directly fight, as there are no entities yet to kill. This threat should ideally rely on existing features.
You may notice a new addition to your otherwise peaceful sky (unless you aren't a parasite). That's it.
Don't look directly at the bugs!
You may notice that texturing is not my strong suit. Tragic.
It will get closer and closer to fully manifesting as time goes on, giving you more problems to deal with.
So far none of those problems have been added. There are a few planned, but if you have ideas, feel free to suggest them.
Once things get bad enough, the visual effects will persist regardless of where you are looking
Current Plans: (May not come to fruition)
Burning in direct sunlight (70% presence) (it can see you)
Enhancing mob AI and stats (unique stuff for things like Vindicators) (0% presence, scales and more often as presence increases)
Certain structures will have important items (90% presence)
[Exposure] (unknown)
RPL and the COTH rework will intensify as presence increases.
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.
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?
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.
There currently isn't a way to actually get more time, hence disabled by default.
Ey, if you want to play the demo version of minecraft again, go ahead
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.
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.
Because of the above, this mod also has save data now. Apologies if that becomes an issue.
Config Changes
New Category: Armageddon - The new threat has its own config category.
Client - Eldritch Fog - Toggles the visual effect when staring in its general direction.
Client - Max Fog - Scales the visual effect when staring in its general direction.
Client - Eldritch Desaturation - Whether the closer it gets, the less colors you see. Apparently not having eyes doesn't matter.
Client - Eldritch Silence - Toggles the stopping of sounds when staring in its general direction.
Factory Behavior - Extra Parasite Drops - added ender pearl drops to the Assimilated and Feral Endermen, but only when getting drops through a Factory.
The chances should mimic vanilla pearl drop rates, at a 50% chance. The chance and quantity are higher for Feral Endermen.
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"
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.
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)
Let me know if any of the brew mechanics are too expensive.
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
Changed the name of the Creative Tab: "SRP: Cotesia Glomerata" -> "Cotesia Glomerata"
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.
Antibodies is now only applied via Nades from Yelloweyes or Wraiths. Other parasites can now receive the effect as well.
Primitive Yelloweyes apply Antibodies I for 10 seconds (200 ticks).
Adapted Yelloweyes apply Antibodies III for 20 seconds (400 ticks).
Wraiths apply Antibodies X for 5 minutes (6000 ticks).
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.
To clarify, there are 20 ticks in a second, and 1200 in a minute.
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.
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
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.
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.
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.
Along with this, the config options relating to light sources have had minor tweaks to their descriptions to account for this.
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.
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.
Added a line to the tutorial mentioning this config entry.
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.
The hotfix hotfix. May be a precursor to a hotfix hotfix hotfix.
Changes
Fixed a crash where keybindings would get corrupted.
Pecora's Bug - Fixed a bug where mixinbooter not being present would cause a crash. Not the purposeful one, a different one.
Beta 1.0.2的第二个修复版本。可能是Beta 1.0.2的第三个修复版本的前兆。
改动
修复了热键绑定错误的bug。
Pecora的问题 - 修复了一个错误,即mixinbooter不存在会导致崩溃的错误。不是有目的的,而是不一样的。
Changes
Replaced the crash on startup for missing mixins with the standard Minecraft "missing mods" screen. Should be less confusing.
That might be why people are crashing a lot on startup.
The blockade can be disabled in the config.
Config entry for the Missing Mixins Exception has been modified to reflect this:
"Whether to block starting the game (with a GUI) if this mod detects mixins not being loaded."
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.
Had to listen for the Main Menu being displayed instead, and only once. There goes an hour of my life...
改动
用标准的Minecraft“缺少mods”错误报告代替了启动时因缺少mixins而导致的崩溃。应该不那么令人困惑。
这可能就是玩家们在启动游戏时崩溃的原因。
The blockade可以在配置中禁用阻止。
已修改了Missing Mixins Exception的配置条目,以反映这一点:
“如果这个mod检测到没有加载mixins,是否阻止(用GUI)启动游戏。”
为什么花了这么长时间?显示Missing Mods GUI很麻烦,FML前缀的事件似乎都不起作用。一个小时前我甚至不知道怎么做。
只能听一次显示的主菜单。我生命中有一个小时......
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:
Sneak To Dissolve - Whether you can dissolve parasites into biomass by sneak interacting with an empty hand, rather than needing a Factory.
That's right, that was a bug! It's a feature now, provided your hand is empty. Hopefully.
Blocks, a config category, with all the stuff relating to the new light sources.
Other changes:
Living Pick-axe now harvests this mod's blocks faster, for parity with SRP's blocks. Also harvests Chitin even faster.
Brew Potion effects should now translate correctly.
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.
Fixed item tooltip-related methods not being client side only.
Note - Parasites congregating around their Factory is not exactly intended behavior. It is nice, though, so I'll keep it in.
The COTH Rework now fully prevents COTH from being applied. This should fix Buglins using black magic to circumvent it.
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.
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).
新方块:
两个新的光源, the Gloom Torch和Dread Lamp,但不能阻止寄生体繁殖。上述二者的光照等级与普通火把相同。
Chitin— 一种非常硬的方块,类似于黑曜石。相同的开采等级,但硬度为60而不是50。
(有趣的是,Dread Lamp是这个mod曾经是MCreator mod时的遗留版本,懒惰的纹理等等,但那是很久以前的事了)
(如果我认为有价值的话,当前阶段的更多内容可能会被加入,另一个我思考的功能…)
此外,需要澄清的是:寄生虫生物群系不会把火把变成Gloom Torch,这个模块添加的任何其他可交互也是如此。
新增物品交易:
“minecraft:thorch;srpcotesia:gloom_arch”,“minecraft:obsidian;srpiratives:parasiterubble#7”,“srpiratic:parasiterumble#7;minecraft:obsidian”
新增配置选项:
偷偷地溶解-你可以通过空手偷偷将寄生体溶解到生物质中,而不是需要一个factory。
没错,那是个bug!只要你的手是空的。
方块,一个配置类别,所有与新光源相关的东西。
其他变化:
Living Pick-axe现在更快地收割这个模组的方块,以及SRP的方块。收获Chitin的速度也更快。
酿造药剂效果现在应该翻译地更正确。
这个模组的光源(使用IInfectedLightSource,一个接口,被任何狂热的模组制作者所使用)不会被寄生体破坏。任何直接相邻的光源也是如此。
修复了仅客户端显示工具相关使用方法的bug。
注意——寄生体聚集在工厂周围并不是故意的行为。不过这很好,所以我会把它保留下来。
COTH现在完全重置来阻止COTH的应用。这应该可以修复虫灵使用某种黑魔法来规避它。
出于某种原因,我每10刻检查一次,而不是一个应用程序事件,我甚至在同一文件中有另一个该事件的侦听器,但没有连接这些点。唉。
mod在Curseforge的描述已经被修改,以解释某些机制。如果你仍然感到困惑,请留下评论,我会尽力澄清。
呜呜:
真的很抱歉我们这边的沉默,我一直在疯狂地查看这个mod的评论/问题,看看是否出现了任何错误。本来我在大学上着课,但我在课堂上打开了网站,所以这更像是一场混战。我无法修复我不知道的错误(显然Pecora只是在不停地崩溃,希望我的mod不会在Linux上火起来)。