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[模组分享] Cotesia Glomerata (Scape and Run Parasites Addon: Cotesia Glomerata)-MOD模组

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发表于 2025-8-10 19:12:15 | 显示全部楼层 |阅读模式 IP:浙江宁波
Cotesia Glomerata (Scape and Run Parasites Addon: Cotesia Glomerata)Github |相关wiki |源站链接支持: forgeCotesia Glomerata is an addon to Scape and Run: Parasites which allows you to become a disgusting flesh monster. This mod is designed for Scape and Run: Parasites and requires GeckoLib and Scape and Run: Parasites.

版本要求:

- Scape and Run Parasites版本 1.0.7及更高

- Mixinbooter版本 8.8(推荐)(在1.0.7版本之前的版本中需使用)

预期SRP版本:1.9.18

介绍

Cotesia Glomerata 是 Scape and Run: Parasites 的一个插件,允许你成为一个令人恶心的肉体怪物。它以寄生蜂的物种命名。

功能:

- *你可以成为一个寄生虫*,对火热和头痛都有所减弱。你可以隐藏和显露,但如果你不隐藏,你会失去你的胸甲槽位。

  - 隐藏可以防止瞄准寄生虫的生物瞄准你。反之亦然:如果你看起来像一个寄生虫,它们也会像对待寄生虫一样对待你!

  - 可以与Mobends共同使用

  - 通常瞄准玩家但不瞄准寄生虫的生物仍然会瞄准你。你的新身体并没有掩盖你腐朽的灵魂。

  - 寄生虫会攻击你打到的物体,或者打击你的物体,只要它们看得见你。

  - 通过盾牌通常可以防止伤害,但仍会引起它们的攻击。

  - 使用剑可以砍断你的头,*清除你的适应能力并使你受到多种负面影响*。

更多内容... (剧透)
- 在你打开的第一个箱子中,你会找到一张可信任的说明。 (在晚上,满月时)- 使用这个物品,伸手进去,然后坐下等待。- (不要触摸键盘)- (这个过程可以通过配置文件或禁用被同化的冒险者来立即完成)

- *两个新的实用寄生虫*,除了你自己外,可以玩耍(它们还没有掌握别名的趋势,给它们一些时间):

寄生虫
### 工厂:
- 其层次在创建时确定。如果你想要一个更强大的工厂,先升级到更高一级,然后再创建它。你可以通过潜行右键点击它,将其转化为生物质(如果它绑定了,它就不会转化)。
- 存储生物质,并可以用生物质制造寄生虫。它还有一个物品形式,并且可以使用相应的按键来创建它(默认情况下将消耗10个生物质,如果你没有足够的生物质,你的生命值可以用作货币)。在悬停在物品上时按住SHIFT键会显示其功能的简短概述。这可以被禁用。
- 使用剑可以使用生物质得到寄生虫的掉落物。消耗量大约是寄生虫基础成本的25%,最低是1。使用解剖刀可以减少成本。
- 被工厂产生的寄生虫会将击杀归功于它们的创造者,或者如果它们记不起来,那么就归功于离它们最近的寄生虫玩家,并且它们不能通过调度系统进行存储。此外,它们也不能通过合并系统或消失系统进行贡献积分。
- 工厂会产生寄生虫,在它们瞄准的位置,如果可能的话。你会知道它愿意与它作为背景发出不同的环境声音。
- 可以绑定到寄生虫身上进行制造更多寄生虫。或者不绑定。
- 在物品形式中,它可以被用来将其等级的寄生虫转化为生物质。它可以在旁边的低级寄生虫身上被动地进行此操作,否则如果绑定到一根低级的寄生虫就可以升级它(例如:一个Mangler工厂会升级附近的Rupters)。
- 不会造成接触伤害。是你做的,不要怪我。
- 可以吃地上的食物。也可以用物品交换它,赚取进化点数或者用不同的物品来换取物品。大多数物品交易会产生存在的块的寄生虫生物相当数量,反之亦然,并且还带有特殊的工具提示来指示产生结果的东西并不太对劲(只是装饰文本)。
- 向它展示时钟(血腥时钟或基本时钟)将显示当前的进化阶段和进化点的数量。
- 在受到攻击时释放枯萎云,最终是球体,随着它的等级增加而增大和加强。
- 如果它是原始等级(等级2)或更高等级,则可以适应伤害。
- 寄生虫可能会聚集在它周围。它们喜欢你的手工作。
- 需要附近的一个群来制造寄生虫的Preeminent(5级)或更高等级的工厂。
- 显示它绑定的寄生虫的生成物品。该模组通过搜索具有以下id的物品来寻找它们:{modid}:itemmobspawner_{实体名称,去掉Entity,全部小写}。
- (除了Crux,它有一个覆盖功能)
### 压舌器:- _默认需要同化等级(等级1)_- 更像是武器而不是自己的生物。按下相应按键会将其中一个发射出去,瞄准你所面对的任何东西。- 当被创建时,迫使你在隐藏时呈现。- 对于寄生虫,它将施加效果并像搭线一样,防止它所连接的生物被调度者提起。-当它自燃时,你也会自燃。- 对于敌人,它将攻击和转换它杀死的敌人。它的伤害会随着其携带者的等级(和攻击伤害属性)的提升而提升,其最低伤害将随着前者的提升而提高。- 如果它的携带者是原始等级(等级2)或更高等级,则可以适应伤害。

- *可配置的生物质存储和利用系统*,允许你生成寄生虫并将它们变成其他寄生虫。这代替了击杀数,你不够酷。

- *适应伤害!* 从原始等级(2级)开始,你可以适应伤害源,适应能力的质量和数量随着尸体生长而增加。

  - 对于寄生虫玩家的适应能力可以通过使用剑来清除他们的次要头部来清除。

    - 生物体也能做到这一点,所以要小心!

- 某些SRP的药水效果在应用时会进行热切换(腐蚀等),它们甚至没有机会被应用。这是可配置的。

  - 默认情况下,你免疫一些效果,比如病毒、中毒和饥饿,因为寄生虫已经对这些免疫了。

- 对于某些物品有一定程度的恐惧,主要是火相关的物品。

- 你可以看到哪些生物有COTH,但只有当你是一个寄生虫时。如果它们完全被感染,效果会有所不同。

  - 你还可以看到哪些寄生虫是由工厂制造的。

- *一个新的HUD叠加层*显示生物质数量,波动等级(肿胀的\"心脏\"),贡献的进化点数,是否使用眼睛图标隐藏(并且可以切换该状态,锁图标),以及你当前存储的寄生虫(如果你有的话)。它还显示你是否有一个L-A-T-C-H有效。

- *一个新的GUI*用于管理适应能力和阶段增强器。

- *一个级别系统*(“Corpse Bloom”,名称待定),通过将积分加入杀死或感染生物来阻止与更高级寄生虫的交互(每个进化阶段都有一个积分贡献计数器可见于HUD上,其中里程碑与进化阶段相同)。

  - *Bloom和生物质在你死亡时会被重置为0。但贡献的分数将保持不变。*

    - 如果有一个群存在,死亡将变成退化(减1)并被阻止。你需要等一会儿它才会回来。

  - *你不能与高于你等级的寄生虫交互(拆解、升级、绑定工厂)*。

  - 低于你等级的寄生虫会跟随你,如果你没有隐藏的话。它们可能会被引诱杀死。这在配置文件中可以禁用。

- 默认情况下,对寄生虫玩家进行状态扩展(生命值、护甲、伤害),默认情况下应用SRP的全局寄生虫扩展(可以禁用),同时也提供了玩家特定的变量。_它们也可以叠加!_

- 寄生虫玩家默认情况下不会饥饿,而是通过吃有营养的食物来获得生物质。生物质也可用于治疗,但只有在最近没有被打击时。

- *麦粒囊*,类似于可扔的溅施药水的武器,可以施加效果和造成伤害,以及*渗透*来修改它们。

  - 在麦粒中右键点击麦粒囊即可将其放入。之后,用一个合适的试剂来点击右键,它就会开始酿造(你会看到它产生火焰颗粒。别担心,它不会烧伤你)。一旦试剂消失,你就可以取出酿造后的麦粒(或者添加另一个试剂,取决于你的选择)。

  - 试剂被显示在麦粒上面,而当前存储的酿造底部下面。

  - 试剂将附加一个特殊的工具提示,以指示它们的功能,提及麦粒。

- *工厂特有的附魔*。

  - *流动性* - 工厂会更快地产生寄生虫。每级降低10%的时间,最多在5级时减少50%。

  - *恶毒、暴怒、侵害和变态* – 导致寄生虫拥有通常随机的定制变体。有些具有特殊的统计数据,其他应用效果,少数纯粹是装饰性的。

  - *投掷* – 导致Kyphosis携带者将附近的寄生虫投掷到敌人那里。

- 几个新的玩耍块。

  - *“工作台”*会对试图使用它的非寄生虫造成伤害。

  - *阴暗火炬*模拟了正常的火炬,只是它的照射不会阻止寄生虫的产生。

    - 寄生虫不会因此打破它。对任何相邻的光源,无论是暗或不暗,都适用。

    - 这可能对服务器造成问题,因此这一效果可以在配置文件中进行配置/禁用。

    - *该模组中的光源需要在产生物的相同y属性上(或低一个方块)地位,这样可以降低每次产生尝试所需检查的块数。* 与地面上或地下,尽管在墙上较低也可以。

  - 还有一个衍生块的变种,*恐惧灯*,使用恐惧火炬和外骨骼制作,不会释放任何颗粒,而是具有完整的15级光照强度。有人说南瓜灯更好,所以我们在这里。

  - *外骨骼*是使用蜂巢钢和长臂装甲碎片制作的。将蜂巢钢放在中央,周围围绕着4个碎片。蜂巢钢是当寄生虫生物感染了金属/宝石方块时的产物,可以从基本的SRP中获得。*外骨骼还要比黑曜石更坚固!*

  - *更生体*是一个特殊的块,可以增强调度者,以使寄生虫能够穿墙而不是打破它们。

    - 你可以直接将其给调度者,或者将其放置在调度者下方,然后右键点击。

- 一些新的混音,以确保你和新的寄生虫不会被你的新同事刺伤

- 无法攻击寄生虫,因为你是其中之一。你也不能使用尸体或诱饵,但你可能已经预料到了。

- *两个新的生化工具*。

  - 用75个生物质和工厂交换一个硬骨把手就可以得到生

截图:



来自Modrinth所有游戏版本1.12.2所有类型forgeBeta 1.3.4 Hotfix 1srpcotesia-1.12.2-1.3.4h1.jar下载1.3.4h1#BetadarnChanges- Fixed a NullPointerException crash when a fireball with no owner detonates展开版本: 1.3.4h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 4,383Beta 1.3.4srpcotesia-1.12.2-1.3.4.jar下载1.3.4#Betaironically, i am at my most burnt out when I have the most time to work on the mod.Changes- Fixed a bug where the stored chestplate would be lost on death if keepInventory was enabled in the current world- Fixed a bug where using the Consecrator on Bloody Ice would generate infection points for free- This is presumeably an SRP bug that wormed its way over- Fixed a bug where the Undying enchantment would cause massive amounts of lag due to client item spawning- Leer can no longer be used on armor stands, no fun allowed- Remodeled/retextured the Vagrant, at the moment only Tier 0 is finished.- As time goes by, I will add each tier individually- The goal is for them to all look very different by the end- Ironically, this update actually reduced the tier variance, they all look the same now! Nothing I can do for now besides continue working.- Then again, the original model barely changed anyway, not much was lost here- Since the remodel is a WIP, an option is provided in the client settings to use the old one.- New Item: Ghastly Bandage- Intended for the early game, crafted from Rupter Viscera and a Blood Lotus- Heals a parasite for 5 HP on use. Also works on other vagrants!- The /toggleparasite command now supports forcing the target into the hidden state when used via the shouldConceal optional argument.- This only works if you are using the command with a name provided (or %s to refer to yourself)- Fixed the /toggleparasite command not giving back the player\'s stored chestplate, provided one exists- The /dendritus command now works similarly to the /srpcbounty command, allowing removal and placement.- Replaced /setbiomass with /biomass <set|add|subtract>, also works as /biomass <player(s)> <set|add|subtract> for bulk operations.- Replaced /setkills with /parasitekills <set|add|subtract>, also works as /parasitekills <player(s)> <set|add|subtract> for bulk operations.Config Changes- Parasite Player Old Model - Whether Parasite Players use the old model as opposed to the new one introduced in 1.3.4.展开版本: 1.3.4支持游戏: 1.12.2类型:ForgeBeta下载次数: 234Beta 1.3.3srpcotesia-1.12.2-1.3.3.jar下载1.3.3#BetaChanges- Fixed the Hijacked Enchanting Table causing the Evolution Phase to reset on the client, where it shouldn\'t be accessed anyway- Fixed the Trustworthy Note setting attributes on the client side- Fixed a conflict with SRPMixins causing beckons to not award points for infection- Fixed setting Ante Ticks to 0 failing catastrophically, should also fix a similar bug for Wells- Chestplates are now placed in a hidden slot instead of directly given to the player when you unhide.- The slot is accessible in the Malleability Menu, if you wish to remove the chestplate by hand after the fact.- The chestplate is automatically reequipped whenever you hide again.- Niduses are now only turned into Evolution Points if the player is sneaking- Also added all of the messaging for the Beckon Harbringer to the Dispatcher Nidus, given the similar functionality.- The Beckon Harbringer now does a chunk count check like the Dispatcher Nidus, rather than simply checking in a 100 block radius.- Refactored this mod\'s interfacing with SRP data (adding evolution points, querying the phase, etc) to include context.- Added (sort of) support for SRPMixins\' Player/Chunk Phases- This is why I made the preceding change- There will probably be a few more strange bugs with this mod, but for now it should be \"compatible\"- For instance, Wells and the like are a wildcard in that department.- Also changed like 2 mixins to not be redirects anymore, good riddance- SRPMixins\'s dimensional parasite scaling now applies to Parasite Players- SRP\'s knockback resistance scaling now applies to Parasite Players- Fixed a few duplicate UUIDs for the attributes- Stat scaling configuration can now be modified in game- The Leer ability now registers near misses as hits, you get 1.5 blocks of leeway- Changed the internal logic of the Leer ability to hopefully reduce the no willing parasites misfires- The Masticator and Consecrator no longer spend Fetid Canisters when the player is in creative mode- Added a config entry to modify the range which Factories can spawn parasites on their targets.- Defaults to 6.- Setting it to 0 disables the feature.Config Changes- Logging Settings - Log Client Data Access - Whether to log whenever this mod gets srp data on the client when it shouldn\'tShould be good for checking for phase reset bugs- Stat Scaling - Knockback Resistance Scale - The amount to scale the player\'s knockback resistance by.- Mod Compatibility - SRPMixins Scaling - Applies SRPMixins\'s dimension-based stat scaling to Parasite Players.- Factory Behavior - Target Teleport Range - The range, in blocks, in which a factory can spawn its bound parasite right on top of its target.- Bloom Settings - Leer Raycast Width - The amount of blocks of leeway you get with the ray trace展开版本: 1.3.3支持游戏: 1.12.2类型:ForgeBeta下载次数: 1,227Beta 1.3.2srpcotesia-1.12.2-1.3.2.jar下载1.3.2#BetasmallChanges- Fixed Saltines not doing the check to make sure salt blocks are nearby before graduating- This is just embarassing- Fixed the Hijacked Enchanting Table causing a rendering crash in some cases- The \"Enchantment Tailoring\" setting should no longer cause all chunks to reroll when enabled vs disabled.- Enchantments are now only rerolled if the target item cannot receive them.- The setting is still disabled by default, though.- Added an option for all Hijacked parasites to no longer have biomass interactions.- This removes the need to explicitly add them to the related blacklists.- Should support other addon parasites out of the box, provided they extend EntityPHijacked.- As a result of the above change, SRP\'s existing Hijackeds have been removed from said blacklists.- There shouldn\'t be any gameplay change as a result of this.- Vanilla SRP\'s Hijackeds have had their biomass costs increased slightly.- They do actually have some meat on their bones.- Saltines can now only be placed on saltable blocks.- They need proper motivation- Holding SHIFT will display the descriptions of enchantments in the Hijacked Enchanting Table.- New Enchantment: Bulwark- causes Factories to produce parasites with +6 armor and +3 armor toughness per level, up to level 5.- Added in the missing guidebook entries for the Hijacked Enchanting Table, Rotted Bookshelf, Bleeding Tome, and Diffusion enchantment.- Rewrote a few of the guidebook options. Still have a lot to do, but at least it\'s progress.- None of the important ones changed, I\'m not that productive- Added an event that is fired after this mod\'s config is written to/pulled from disk.- Since I used Forge\'s built in Config GUI, there was no event that was fired in between loading and setting up secondary variables.- Now, though, a SRPCConfigChangedEvent.Post is fired.- This can be used to make runtime-exclusive modifications, like how a preinit hook into SRP\'s configs would function.- There\'s also a Pre version as well.- None of these events use any of Cotesia Glomerata\'s classes. Make of that what you will.- This is probably useless information for those of you who aren\'t specifically looking for it.== And now, for the big ones:- Ante now progresses in increments of 20 days, rather than 10.- Realistically speaking, making this longer only serves to help those who were having trouble- The Reaction System handles faster progression much better than a short fuse anyway- Yielding now requires an active Bounty in order to be applied.- Over time, I\'ve realized that the current iteration of this effect disincentivizes using stronger parasites over nimbler ones.- For packs where gear is plentiful, it may not be as impactful.- Now, the effect is a punishment rather than a foregone conclusion.- Reduced the Gravity potion effect\'s base damage to 2.5, from 10.- Reduced the Maximum speed amplifier for Enhanced Mobs from 7 to 3.- Increased the delay between Critical Hits for Enhanced Mobs- Fixed disabling Yielding causing a NullPointerException- Fully removed Burning in Sunlight and related options.Config Changes== Main- Biomass Settings - Hijacked No Biomass Interactions - Whether all hijacked parasites are prevented from having biomass interactions (Ex. being created via a Factory).- Potion Settings - Gravity - Gravity Damage - Reduced to 2.5, from 10- Enchantment Settings - New Category: Bulwark== Armageddon- Creeping Salt - Saltines Need Saltable Blocks - Whether saltines need a parasitic block below them in order to be placed.- Ante - Enhanced Mobs: Maximum Speed Amplifier - Reduced to 3, from 7- Ante - Ante Ticks - Increased to 480000, from 240000- Ante - Burning In Sunlight Options - removed.- Enhanced Mobs - Critical Hit Delay - Increased to 60, from 30- Enhanced Mobs - Yielding Bounty Requirement - Whether an Enhanced Mob needs an active Bounty in order to apply the Yielding effect.展开版本: 1.3.2支持游戏: 1.12.2类型:ForgeBeta下载次数: 797Beta 1.3.1srpcotesia-1.12.2-1.3.1.jar下载1.3.1#BetaA few loose endsChanges:- Fixed the Sentient/Living Pick-axe not mining Chitin stairs and slabs quickly.- Fixed dying causing factory-spawned parasites to temporarily forget you- Updated Chinese Translation (Lupus_with_Dusk)- Fixed Well movement not working. They were stuck in the dimensions they were in.- Fixed dimension availability check for fixing Wells erroneously checking the well counts in each dimension- Removed the Death Point Loss multiplier from Enhanced Mobs.- Its impact was relegated to the early game and it was ineffective anywhere else.- Added a flat multiplier for the XP from the Reclamation Table. It is set to 3x by default.- New Block: Hijacked Enchantment Table- Functions as a more deterministic chunk-based Enchantment Table.- The goal was add an analogue for enchantments from Villager trading. It isn\'t a 1 to 1 comparison, though.- Each enchantment is sourced from the chunks in a 3x3 grid around the table (centered on the chunk the table is in)- The randomness here is akin to that of Slime Chunks: random until you\'ve seen it.- (Internally, this and Slime Chunks do similar calculations)- North is up in the table UI.- Lapis will increase the level of the applied enchantment. Ex. you need 4 lapis for Protection IV.- This will also increase the cost.- Item Enchantability and Enchanting Power (bookshelves) will reduce the cost by at most 30% and 30%, respectively.- These stack additively! You can theoretically get at most a 60% discount. That\'s with gold tools, though.- By default, enchantments are not tailored for the item in the table\'s slot.- This can be changed in the config, however, to only allow enchantments for that item type.- This causes every chunk to have a (possibly different) enchantment for every item type.- Enchanting costs both levels and biomass, the cost is displayed on the buttons for enchanting.- The levels are display sugar, internally raw experience points are used- The table can enchant items that have already been enchanted, XP cost is increased per existing enchantment.- New Item: Bleeding Tome- Has a designated slot in the Hijacked Enchantment Table- Records the enchantments for the chunks the table is used in, allowing you to access them from any table at any location- New Block: Rotted Bookshelf- Twice the enchanting power, immune to the biome.- Created by giving a Bookshelf to a Factory.展开版本: 1.3.1支持游戏: 1.12.2类型:ForgeBeta下载次数: 515Beta 1.3.0srpcotesia-1.12.2-1.3.0.jar下载1.3.0#BetaTO SALT THE EARTHThis changelog may be incomplete. Apologies.Changes- Configs have been moved to the srpcotesia directory in the config folder.- I made sure to keep the names the same for your convenience.- Configuration files will now uphold versioning.- If an old config file is detected, it will be OVERRIDDEN with the new defaults.- The original file won\'t be lost! It will instead be copied and placed as a backup file in the same directory.- Only one backup file can exist per config file, however.- This is meant to smooth over major changes as updates progress. I probably won\'t be increasing config versions unless the file changes significantly.- If you are not keen on data loss, you can instead change the VERSION property in your file of choice to the new value.- Wrangling Forge\'s Config API was an interesting experience, to say the least.- This can be disabled, of course, with the \"Version Checking Enabled\" entry in srpcotesia.cfg.== The new \"API\" does not do anything to files from before this update. This is a limitation, but it also makes for an easier adjustment.= Despawning System- Factory-Spawned parasites can now despawn.- They will no longer be marked as persistent, although any existing parasites in your world from before the update will still be persistent.- The behavior has been tweaked, however. Instead, 4 other parasites from the same owner must be found that fulfill the specified criteria:- Only parasites with an equivalent or higher tier will be counted.- Parasites marked with the Macabre Pearl will only count other marked parasites.- The Assimilated Ender Dragon will be considered Tier 5 if it is not already higher.- Nexus-tier Parasites will only consider other nexus-tiers. Granted they can only despawn in a parasite biome but still- The Dendritus prevents its Dispatcher from being culled this way.- Saddled parasites are prevented from despawning as long as they have a saddle equipped.- If the above succeeds, the parasite will be despawned. This is only calculated when the parasite is about to despawn via normal behavior.- A pass also causes the next few calls to pass automatically, to avoid excessive loops.- New Weapon: Parasitic Guandao- The easiest comparison would probably be a Glaive, but the blade has a hook on the back to catch an opponent\'s weapon (it doesn\'t actually do that in game, that\'d be silly). It also emits Incense, like a Censer.- The Incense decreases damage taken by parasites in an area. The strength of this depends on the Blade material.- The reduction is much higher if two conditions are met:- The attacker has been struck with the weapon (there are particles to indicate this)- You are holding the weapon, instead of it being in the hotbar.- This rendition is crafted with two variable components: the Blade and the Coating.- Think of the blade as what it\'s made out of, like a Diamond Axe. The harder it is to get its material, the better it is. Simple.- The Coating is relegated to mostly vanilla materials. Iron and Diamond are good examples.- If you\'re confused on how it works, just pick the materials with the highest numbers on them that you can find, that ought to work!- This weapon is analogous to Terraria\'s Whips.- Deals much less base damage than what you may be used to, at least on tier. It is not meant to be used on its own.- Deals AOE magic damage on hit, although the AOE more akin to a sword sweep, and not centered on the mob hit.- Consider it a large sword sweep. Does NOT benefit from most damage enhancements.- The AOE damage counts as \"incensing\" the mobs hit, causing Tag Damage to take effect.- The sweep will ignore mobs that are not of the same species as the mob you struck, unless they are targeting a parasite.- Players are an exception, they are targeted regardless.- Hitting a parasite with the weapon will apply this to all nearby non-parasites, minus any AOE damage. It won\'t deal any damage to the parasite, of course.- This weapon has 8 blocks of range. If SRP\'s weapon packets are disabled, this mod will use vanilla\'s reach attribute for compatibility.- Otherwise, a custom hit packet is used, like base SRP. This will actively attempt to bypass hitting parasites, although the AOE should handle cases where that isn\'t present.- Any mob hit with a Guandao will take increased damage from parasites depending on the Coating\'s Tag Damage.- The material used to coat the blade determines both the Tag Damage and any special material-specific on-hit effects.- Tag Damage is reduced depending on the speed at which the parasite is attacking. It is also roughly halved for indirect damage.- The Blade material determines the aforementioned cap, as well as the buff intensity and damage of the weapon itself.- Certain Enchantments can increase tag damage. These are generally standard damaging enchantments, nothing that takes into account effects a mob may have.- For instance, Sharpness (as well as any similar-enough derivatives, like Smite) will provide bonuses to tag damage as if it was regular damage.- I really cannot provide a reliable list here, it really depends on how the enchantment is coded. Most probably won\'t work.- In short, better materials = more damage reduction and more parasite damage.- You do not need to hold the weapon to provide the defensive buffs, just have it in your hotbar. The buff is weakened if you don\'t hold it, however.- In order for parasites to deal more damage, however, you\'ll need to be holding it.- Parasite Players receive no bonuses from this weapon themselves, only other parasites.- The handle: Mirewood Pole- Mirewood Sticks can be created via trading a Stick, costing 1 biomass each.- When combined with Rupter Viscera, a Mirewood Pole can be crafted. This is used as the handle.- You will need a Blood Lotus to craft this weapon.- Trading a (1 block tall) flower with a Factory will net you one. 1 biomass is needed.- They can be duplicated with Bone Meal, but can only be planted on Dirt and parasitic soil (Hivesoil, Infested Soil, Visceral Mud, etc)- Normally, a Lotus is meant to grow in water. This one didn\'t get the memo. Poor thing- Blade Materials: Sparse Chitin, Marrow Chunk, Malformed Bone, Reformed Bone, Vigilant Bone- Each one corresponds to a parasite tier.- Sparse Chitin is a rare drop from salvaging with a Rupter Factory, but can also be made by trading Leather.- The Marrow Chunk can be obtained by salvaging with any Incomplete Form Factory.- The Malformed Bone is crafted from Marrow Chunks and Altered Tendons.- The Reformed Bone is an upgrade to the Malformed Bone created similarly to the Living Pick-axe, 60 biomass is required.- The Vigilant Bone is crafted using a Reformed Bone and two Vigilante Kneecaps, the former of which is from a Vigilante Factory. This has no tag damage cap.- Vanilla Coatings: Flint, Iron, Gold, Diamond, Hivesteel, Quartz, Prismarine- Quartz deals 2x tag damage in the nether, prismarine deals 2x tag damage to enemies in water or rain.- Ice and Fire Coatings: Dragonbone, Iced Dragonbone, (If RLCraft\'s fork of InF is installed) Shocked Dragonbone (Fire is not here for obvious reasons)- The Dragonbone variant coatings cause parasite attacks to inherit the dragon blood properites, so they will freeze/shock enemies that are hit.- The Chain Lightning will deliberately avoid hitting parasites if possible. It will also ignore other parasite players.- Ores Above Diamonds Coatings: Amethyst, Black Opal- Factories and the Latch can no longer despawn under any circumstances.- Player-spawned Rupters will throw themselves at their enemies without a second thought...- ...Unless their creator is more than 40 blocks away, or just not present. Then common sense will kick in.- Parasite player following AI has been tweaked.- If the parasite is following another parasite with a lower tier than a player, they will prioritize the player instead.- If the parasite can, they will always follow the player that created them.- This bypasses the requirement that the player has the required bloom tier.- It also takes precedence even over other parasites of higher tier.- Fixed the Macabre Pearl\'s teleportation logic incorrectly checking for collision at the parasite\'s location, rather than the player.- The Macabre Pearl now prevents parasites from being passively absorbed by Factories. Parasites that have been nametagged are also ignored.- The above parasites also now produce death messages when they die, like tamed mobs.- Assimilated/Feral Endermen can no longer teleport any of the following:- Saddled parasites- If they were not made by a player, any player-made parasite is off limits.- Any parasites that were created by a different player.- Any parasites that are marked with the Macabre pearl, provided they are not also marked.- Parasite players don\'t feel nauseous from eating human flesh (Dissolution/Requiem)- They\'ve done worse. Those villagers had it coming- Fire now drains biomass 3x slower than it did before.- Attacking a parasite will put them out if they are on fire. You obviously need to be a parasite to do this, of course, and it won\'t deal any damage.- Assimilated Humans and Villagers will now keep their factory-spawned status when they become Hosts.- Factory-spawned parasites will no longer phase through walls towards a target if their creator cannot see said target.- If the creator isn\'t present, they\'ll act as normal.- New Item: Nature\'s Mockery- Accumulates kills similarly to the Nidus Accumulator.- When it reaches 10 (and when the item is used after (or before) the fact) the stored kills will be converted to 5 biomass each.- Using the item when it has less than 10 kills will only give 3 biomass per kill rather than 5.- If the player does not have enough space for the biomass, only the maximum amount they can handle will be extracted.- The item will be damaged each time it is used, and has 10 uses. It can be repaired either via Mending or a Summoner.- New Ability: Leer- Unlocked at Tier 0. That means you have it at the start.- On use, does one of two things:- If the player is facing an entity (50 block range), that entity will be immediately targeted by all parasites within 70 blocks of the player, provided they can see the player.- Otherwise, all nearby parasites will attempt to path to the position the player is facing. This can be up to 50 blocks away, with the same 70 block inclusion range.- If any of the above occurs, following AI for these parasites will be paused for 30 ticks, or a second and a half.- Orb is replaced with Spawn Succor at Tier 5.- Succors will travel in a straight(?) line to around 25 blocks in front of the user.- Any blocks they break should drop as items. The Succor inherits the fortune level of its maker on creation.- Phasing, of course, prevents this.- If the player is sneaking when detonating the Succor, they will be teleported to it.- If there aren\'t any solid blocks for 20 blocks beneath the succor, the player will not be able to teleport. This is here to hopefully prevent people teleporting themselves into the void.- A succor cannot be spawned if an orb, either from the player or another succor, is already active.- Using the ability while an existing Succor is active will cause it to instantly detonate.- Parasite Players can now use Lures to pause point loss on death for all parasites.- This incurs a points contributed cost. The amount of time the pause lasts and the cost depend on the level of lure used.- Fixed Incomplete Forms not carrying over the player that created them if COTH infection fails.- Relaxed the Living Scythe/Maul mixins to fix a crash with RLMixins- Parasites should now inherit any looting effects the player may have.- The Clotting potion effect now only prevents healing at a 25% chance per amplifier.- Enhanced Mobs will now attempt to apply Clotting II if the target already has Clotting I.- Salt now applies Clotting II by default.- Holding LSHIFT while an item tooltip is cycling through factories that can produce that item will stop it from cycling.- Partial Chinese Translation (zh_cn.lang) by Lupus_with_Dusk- The XXXX Unlocked messages now have a brief explanation of the ability\'s functionality.- Overseers can now perform item repair, like Summoners.- As for justification, I assumed that them being the only Pure that can make Biomass entities a reasonable enough reason.- If you\'re still on the fence, just pretend the player is doing the repairing or whatever- The Masticator now directly states that a Parasite Biome is required to upgrade it to The Consecrator.- The Masticator/Consecrator\'s point output now scale multiplicatively with the current Evolution Phase. It is 3x per extra phase.- Fixed the Dendritus\'s minimum distance incorrectly adding more range than necessary- The Electroreceptor is no longer used to find bounties. Instead, the EMF Reader is used instead.- The EMF Reader functions as a much weaker analogue to a compass. You\'ll need to right click on an Enhanced Mob to actually pick up a signal.- Once the bounty is found, however, the item will record its location internally.- When facing the general direction of the Bounty, it will light up. Following this direction should lead you to the Bounty itself.- Crafttweaker can now access the Points Contributed of a Parasite Player through their IPlayer instance.- This is done with the parasiteKillC field.- This is the full list of fields, both existing and the new one:- isParasite- corpseBloom- parasiteKillC- parasiteBiomass- parasiteMaxBiomass- Threat-related items have been moved to a separate Creative Mode gui tab. The icon is greyed out.- Fixed The Pact (Resolute) not being useable on parasites.- Fixed a bug in the killcount calculation causing Bloom 9 and 10 to be unreachable.- As a consequence of this fix, if \"Require Evolution Phase for Upgrade\" is disabled, any entries added to the list will constitute new bloom values past 10.- This technically allows for as high of a max bloom as you wish, provided there are enough entries to give each value a milestone.- if \"Require Evolution Phase for Upgrade\" is enabled, extra values will do nothing as per usual.- This quirk literally does not affect most people at all. If you aren\'t a pack dev just ignore it and accept the bugfix- Fixed a bug where Phase Boosters would be duplicated on death.- Parasite Players can now climb walls at the very beginning, provided they are not hiding.- I have gone through trials and tribulations to allow for climbing to negate fall damage.- Apparently collidedHorizontally is always false on the server for players. That means a custom collision check is needed.- You can also Leap while climbing a wall! That means wall jumping!- I doubt it\'ll be of much use, but still!- The list of parasites that the Bloodstained Saddle can make rideable is now config-driven.- I cannot vouch for any additions to this list not looking strange. That is on you.- I was going to add the Haunter and Colony Carrier to the rideable list, but they have clipping issues, sadly.- Also added Primitive/Adapted Reeker, Summoner, Adapted Yelloweye, Overseer, Light Bomber, Wraith, and Bogle to the list.- That also means Flying Parasites are now supported! Hold Space (Jump Key) to ascend, hold X (Mount Descend Key) to descend, hold both to stop all vertical movement entirely (good for managing momentum).- Factories, as well as any other Deterrent/Nexus version, are internally blacklisted. They won\'t work even if they are in the list.- Parasites that are saddled or under the effects of the Latch will no longer use Dispatcher Tentacles or Succors to teleport, if applicable.- The Dendritus and the Phasing effect now fully prevent the breaking of light sources and circuit blocks in range/while active. This is toggleable.==== Enhanced Mob and Ante changes- Dimensions and/or mobs can now have their enhancement chances reduced/increased with a config-driven multiplier.- As a result of this change, The End has had its enhancement chance reduced by a factor of (around) 3, or a 0.3 multiplier.- Fixed Critical AOE failing if even a single entity did not meet the requirements.- Fixed Critical AOE having more range than indicated by the config variable.- This actually ended up reducing the range by roughly half a block.- The Latch is now immune to the Critical AOE effect. It is not, however, immune to getting hit directly.- Enhanced Mobs now deduct 3x more points when killing a parasite than usual.- Enhanced Mobs can no longer spawn in the Parasite Biome, provided they are within a Node\'s spread range.- Fixed the Living and Sentient Maul bypassing Defense.- Tweaked post-Phase 10 spawning behavior to reduce the amount of Enhanced Mobs present- Ante stat multipliers have been changed.- Ante 2 has had its multipliers completely removed.- Ante 5 and 9 are now 1.5 for Defense, rather than 2x. 9 has had its Bane multiplier removed.- Hyper Armor no longer directly reduces damage taken by its value.- It will still convert attacks below its value to healing, but it will do nothing if the damage exceeds it.- Enhanced Mobs now have a Damage Cap.- This effectively serves as a similar minimum hits threshold to that of the parasites\' damage cap, but it\'s a little bit stricter.- The following explanation is more of a metaphor. The actual calculation is very simple- The mob\'s total health (including defense if applicable) is divided into (damage cap) equal parts.- Damage dealt can at most reduce the mob\'s health to the next lowest part from the one the mob\'s current health is in. This next part will only have at most 1% diminished.- The cap is reduced by 1 whenever it is exceeded. This means stronger hits aren\'t entirely useless, and in fact can be more effective if done rapidly enough.- The damage cap is calculated AFTER Hyper Armor. This means that the resulting damage may be below the hyper armor threshold without actually causing any healing. Best to take what you can get.- If the cap is exceeded, the Enhanced Mob will be Jammed for a half second. This may prevent a crit from triggering!- The Damage Cap is tripled for bosses. This is configurable.- The Damage Cap does not increase with Ante, but it can be configured to.- This is because I didn\'t want to overincentivise parasites that attack faster than others.- All three major stats has been reduced by around half (Bane has been roughly reduced by a factor of six), and the base spawning chance has been quadrupled.- The goal was to create a more prevalent presence, and to do that they needed to be much weaker.- Enhanced Mob Contact Damage and the Daybroken Ante milestone have been disabled.- The latter will likely change completely, in its current state it just discourages gameplay.- Contact Damage might come back with a nerf in the future.- Ante will increase whenever the phase goes past certain milestones. This is called a Reaction. You will see \"Too fast. Too soon.\"- For instance, when the Phase is 3, Ante will increase to 2 within a few minutes, provided it isn\'t already 2.- Here are the current Reactions:- 2 -> 1- 3 -> 2- 4 -> 3- 5 -> 4- 6 -> 5- 7 -> 6- 8 -> 7- If a reaction occurs, the next Ante increase will be cancelled to smooth out the transition a bit.- Critical Hits have been moved down to Ante 3, from Ante 4.- There can now only be a max of 30 motes in the world.- Motes now only apply Gravity if the following conditions apply:- The target is above them. Wouldn\'t really make much sense to do that otherwise- the target is within 5 blocks horizontally of their target. This does not factor vertical distance.- The Enhanced Mob must be standing on the ground.- Reduced damage from Gravity from 20 to 10, and its velocity per tick from 0.5 to 0.25.- Gravity no longer deals True Damage if the target is on fire, instead the damage will be 4x greater and all adaptations will be reduced by 2.- An Enhanced Mob can now only crit every 30 ticks.- The Signal Jammer\'s effects now last a full ingame day.- Passive Mobs will no longer be enhanced until Ante 4.- Bounties now increase the Enhanced Mob spawning chance by 20%.- Bounties can no longer be placed by Endermen and, if Lycanites Mobs is installed, Grues.- This is due to their teleportation behavior hindering the main way you are supposed to locate bounties.- I suppose this is what I get for parroting that over and over.- Granted, Grues are far less of an issue since they fly and tend to teleport to their targets anyway, but still.- Bounties now need Enhanced Mobs to get close to the player to be placed.- Physical damage counts. Either the player must attack the mob directly, or the other way around.- Attacks via projectiles or other parasites do not count.- Otherwise, the mob just needs to get within 5 blocks.- Enhanced Mobs that have noclip cannot place bounties. For an example, consider the Vex.- They can, however, still tattle to other Enhanced Mobs! Granted, you\'d need to get close to those for that to matter much anyway.- Enhanced Mobs will now be present at Ante 0. They will lack most of their abilities, however.- Yielding now only deals 2.5% of maximum health per amplifier. The chance to increase said amplifier is now slightly lower,- Enhanced Mobs will now receive Fire Resistance instead of being immune to fire damage, and only when they are targetting a parasite.- New Item: Tally Counter- Can be used to get the current Ante value. Ante is now also mentioned by name in the guidebook.- I figured something like this was necessary given the new Reaction system would make using the current day counter not feasible.- I briefly considered using actual tally marks, but those take up too much space and may be hard to read for some.- New Item: Frayed Wires- Occasionally drops (50% chance) from Enhanced Mobs regardless of Ante. Serves as a common crafting component. Still toxic to have in the inventory.- Used, as of now, to make the Tally Counter and EMF Reader. They can also be traded for 5 evolution points.- Well Sealer recipe outputs have been doubled.- Bounties can no longer be placed if the block below them is passable. This generally means no floating bounties.- Removed some lines of text from the Threat-related items. In retrospect, they were a bit of a mischaracterisation.With that, the new list should be as follows:- Disclaimer: The schedule will be thrown off if a Reaction occurs.If one does occur, these milestones will occur earlier than expected.A Tally Counter should be used to keep track.- 0 - Day 0+ - Enhanced Mobs appear, unlock Bane and Damage Cap by default.- 1 - Day 10+ or Phase 2 - Unlock Speed, Parrying, and Defense- 2 - Day 20+ or Phase 3 - Enhanced Mobs unlock Motes and Critical Hits- 3 - Day 30+ or Phase 4 - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling. Sleeping no longer generates Evolution Points.- 4 - Day 40+ or Phase 5 - Enhanced Mobs unlock Bounties, and Bounty Intervention. Passive Mobs can now be Enhanced,- 5 - Day 50+ or Phase 6 - Remnants now drop - Enhanced Mobs unlock Yielding. Bane and Defense multiplied by 1.5x- 6 - Day 60+ or Phase 7 - 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, Defense multiplied by 1.5x- 10 - Day 100+ - Nothing- Currently Disabled: Parasites burn in sunlight, Contact Damage==== TL:DR - Weaker(?) mobs, but more of them are spawning.- New \"Potion\" Effect: Trauma- Applied via contact with Salted blocks, or while the Ruinous Salt item is in the inventory.- Increases damage from Enhanced Mobs, Salt blocks, and Yielding by 40% per level.- Increases its amplifier instead of expiring when its duration runs out.- Killing a mob reduces the amplifier by 1 stage.- The chance of this working decreases by 10% per each amplifier, starting at 100% at I and decreasing from there.- TL:DR - Marked for death, kill to gain time.- A bit of an aside; I considered giving all parasites the opportunity to recieve the Trauma effect, but eventually decided against that.- Mostly due to logistics. Figuring out a way to manage it for yourself is already enough work. At least I think- New Armageddon Mechanic: Creeping Salt- Upon death by Enhanced Mob (or an existing salt block) after Phase 3, a Saltine may be placed on the corpse of the victim (provided they are an ADAPTABLE parasite. This excludes all Assimilateds and most Inborns).- This has a 0.1% chance of happening. There is an accompanying sound cue.- The chance is 75% if the parasite was a Nexus-tier parasite.- Nexus-tiers need to have existed for at least 300 ticks (15 seconds) in order to trigger saltine placement.- Saltines will assimilate any nearby parasitic blocks into Salted Blocks.- If a Graduate Saltine is in range, all Salted blocks will do this.- Each block that is salted will deduct 100 evolution points.- Whenever a Parasite Biome x/z coordinate is converted into a Salt biome, 10000 points are deducted. There are 256 x/z coordinates in a chunk.- Whenever a Node is converted, 50000000 (50 million) points are deducted. This will be broadcast.- Whenever a Colony is converted, 500000 (500 thousand) points are deducted. This will be broadcast.- Whenever a Dendritus is converted, 1000 points are deducted. This will be broadcast, but only to parasite players.- If points are taken during an Evolution Cooldown, the points will be tallied and deducted once the cooldown is up.- The amount deducted cannot exceed 1/5 of the current amount of points the parasites have.- The Dendritus\'s Phasing is capable of dramatically slowing the spread. If one is active within 100 blocks, that is.- This also makes Salt Items no longer apply their effects. Multiple may be needed in dire circumstances.- Remember, it is still spreading, albeit comically slowly! Don\'t use this as an excuse to not do anything about the problem!- Damage from Creeping Salt can only be reduced by 40% via adaptation.- New Block Set: Salted Blocks- Salted Log, Ice, Earth, Rock, and Wood. The latter three have slabs and stairs.- All of these blocks spread Creeping Salt- Enhancement chance is increased when spawning on top of these blocks by 50%- Ante level of spawned Enhanced Mobs increased to 4 when they spawn on the blocks- Salted Vine, analogous to parasite biome vines.- Salted Tendril, analogous to infested vines.- Salted blocks/vines will damage parasites that touch them, as well as inflicting Trauma and Clotting.- New Block: Saltine- Resembles a parasite remain. The resemblance is purposeful.- May become a Graduate Saltine given enough time. This has a 5% chance to be checked every random tick.- A few criterion need to be satisfied for this to occur. This is not the order they are checked in.- There needs to be a Parasite Player within 200 blocks. This one is mostly here for Multiplayer\'s sake, I anticipate foul play. It\'s also toggleable.- There needs to be at least 2 Salted Blocks within 2 blocks of the Saltine, not including itself. The number required can be changed.- In other words, Saltines will usually only graduate in an area with existing salt blocks, either by its own making or from some other source.- The Saltine needs to be far enough away from an existing Graduate. There is around 20 blocks of leeway in this regard, 10% of the effect radius.- The dimension needs to not be blacklisted in the config.- It is important to note that, unlike other events, Saltines do not inform you what the sound means.- Graduation is the exception. It will let you know.- New Saltines can only be placed past 80% of the range from an existing Graduate saltine. This is mostly a balancing decision.- New Command: /srpcsaltine <list|clear> or /srpcsaltine <add|remove> <x> <y> <z>- Manages Graduate Saltines. Syntax is identical to /srpcbounty, minus the known parasite functionality.- For instance, if you have a Graduate Saltine in a dimension you don\'t want it in, you could use [/srpcsaltine clear] to remove it.- You\'ll need to blacklist the dimension in the config to prevent new ones from forming.- New Biome: Salted Plains- Whenever a Salted block salts a parasitic block in the Parasite Biome, the biome will be subsumed into the Salted Plains biome.- Any mobs which spawn in the biome will have a 100% chance to be enhanced.- Mobs take 50% less damage from parasites in this biome. Damage dealt to parasites is increased by 50% as well.- Ante level of spawned Enhanced Mobs increased to 8 when they spawn in this biome- A Dense Fog will emerge and your vision will be desaturated if you are in the biome and are a parasite.- (There should also be built-in REID support)- New Item: Ruinous Salt- Drops from Salted blocks when mined. Silk Touch does not work on them.- Rarely damages the player if in the inventory. Clotting is applied briefly if this occurs.- New Block: Clutch- Behaves similarly to TNT.- Crafted from TNT, Blaze Powder, Ruinous Salt, and Iron Ingots, this explosive will eradicate any salt blocks within its range.- Crafted in batches of 8. How are you going to get exorbitant amounts of explosives?- It will also damage Enhanced Mobs and Motes as well. Non-salt blocks and entities outside of that category are unaffected by it.- New Block: Salt Purifier- Biome Purifier for salt biomes. Does not do anything passively.- Crafted with Iron Ingots, a Water Bucket, a Biome Purifier, and Ruinous Salt.- New Item: Salt Compass- Tracks Graduate Saltines. Retains the effects of the Ruinous Salt used to craft it.- Crafted with Iron Ingots, Ruinous Salt, and a Compass.- Chitin now has a slab and stairs.- Diffusion (either with the new enchantment or with Orbs) no longer considers all SRP effects as detrimental.- This means they can be diffused properly now! Apparently they were marked as detrimental despite the buffs some give.- The Trustworthy/Faustian Note will now record the points contributed of any parasite player that holds it.- If another parasite player holds it after the fact, the higher point count takes precedence.- Once a player uses the note, they will start with the amount of points recorded by the note.- It\'s a lot easier to get a job if you have references.- If you somehow already had points before using the note (cheater), and the amount of points is more than the note recorded, then your current count will take precedence.- Sentient Pick-axe second texture and Pristine Matter have been redone.- The Factory and Parasite Player textures are on my retexture list, but those will take a while, and I am very busy.- I also plan on reanimating them, as well as adding a model for the higher tiers of the latter. Again, very busy. Don\'t expect this anytime soon.- Retextured Recuperation, Antibodies, Scrying, Phasing, Unkindling, Chitin, and the Dread Lamp- Unkindling is now brewed with a Dirty Needle rather than a Quench. It\'s also blue now.- New Enchantment: Tachysensia- Dense tissue for movement speed- New Treasure Enchantment: Undying- Factories will drop themselves on death instead of being cast to the void never to return- New Enchantment: Hive Protection- For the Guandao, emulates the Protection enchantment for nearby parasites, reducing damage they take.- The maximum level is 6 to account for only needing 1 enchantment rather than 4 for a full set of armor.- There is an SoManyEnchantments-exclusive Advanced variant which provides double the protection, as well as an extra 3% damage reduction per level.- New Enchantment: Diffusion- Causes the Guandao to apply any effects you have to nearby parasites. There\'s a catch, however:- The effect amplifiers will be capped at the enchantment\'s level. So if you only have Diffusion I, any resulting application is capped at that amplifier.- It only goes up to level 3 as well, so that\'s the best you\'re going to get.- Furthermore, the effects only really last as long as the incense itself does.- Orbs are meant to be a more robust way of diffusing effects, but even with these stipulations Diffusion may be better in certain cases.- Parasite player regeneration now uses setHealth() like other parasites instead of heal(). This change is toggleable.- The amount of value a single point of biomass provides is also now configurable.- Reduced the costs of certain parasites:Reduced cost of Mangler to 9Reduced cost of Adapted Arachnida to 45Reduced cost of Adapted Manducater to 40Reduced cost of Adapted Yelloweye to 40Config Changes== General- Config Version Checking Enabled - Enables/disables automatic resetting of old config files.- Death Messages - Whether certain parasites produce death messages for their creators when they die.- Item Settings - Ruinous Salt Effects - Whether the Salt-related items harm parasite players when in their inventory.- Item Settings - Trustworthy Note - TN Records Points - Whether the note records the points contributed of any parasite players that hold it.The player that uses it will start with that amount of points contributed.- Item Settings - Masticator Block Value Multiplier - Multiplier per phase for the Masticator/Consecrator- Block Settings - Dendritus Light Protection - Whether the Dendritus prevents parasites from targetting light sources and circuit blocks.- Potion Settings - New Category: Trauma- Potion Settings - Phasing - Restricted Phasing - Whether factory-spawned parasites will avoid phasing towards targets their creator cannot see.- Potion Settings - Gravity - Gravity Velocity - Reduced to 0.25, from 0.5- Potion Settings - Gravity - Gravity Damage - Reduced to 10, from 20- Potion Settings - Gravity - Fire Multiplier - Gravity Fire Multiplier- Misc Adaptation Effectiveness - Added \"salt;0.4\"- Bloom Settings - Ally Extinguish - Whether parasite players can extinguish allies by attempting to attack them.- Biomass Settings - Fire Drain - Desc changed to indicate new speed.- Biomass Settings - Parasite Cost Settings -Reduced cost of Mangler to 9Reduced cost of Adapted Arachnida to 45Reduced cost of Adapted Manducater to 40Reduced cost of Adapted Yelloweye to 40- Biomass Settings - SetHealth Healing - Causes regen to set health directly rather than firing a Heal event.- Biomass Settings - Biomass Healing Value - The amount of health 1 biomass is worth.- Bloom Settings - Point Milestones - Desc updated to mention how the value count is no longer capped artificially. Also fixes a typo from before Phases 9 and 10 were added.- Bloom Settings - Player Wall Climbing & Bloom For Wall Climbing - Self-explanatory.- Bloom Settings - Leer Enabled & Bloom For Leer - Self-explanatory. The ability is explained earlier in this changelog.- Bloom Settings - Player Succor Enabled & Bloom For Succor - Self-explanatory. The ability is explained earlier in this changelog.- The ability takes precedence over (and replaces) Release Orb if applicable.- Bloom Settings - Damage Multiplier for Succor - Multiplier on player\'s attack damage stat for spawned Succors.- Bloom Settings - Distance for Succor - Distance that spawned Succors will travel, in blocks.- Bloom Settings - Player Succors Break Blocks - Whether parasite player Succors can break blocks, drops are allowed and the player\'s fortune level is considered.- Bloom Settings - Succor Biomass Cost - Amount of biomass needed to spawn a Succor.- Bloom Settings - Player Succor Teleport Enabled - Whether parasite player Succors will teleport the player if they are sneaking.- Bloom Settings - Player Succor \'Safe\' Teleport - Whether parasite player Succors will check if there is solid ground below them before teleporting the player.- Bloom Settings - Player COTH Aura - Whether parasite players have a passive COTH aura while not hidden. This is different from COTH via contact, that has its own option.- Factory Behavior - Spawn Persistence - Disabled.- Factory Behavior - Despawning Requirement - The maximum amount of parasites a parasite player is allowed to have. See the explanation of the new despawning behavior.- Client Settings - Salt Biome Desaturation & Fog, and Salt Block Particles - Each toggles a specific part of the biome/blocks. The blocks emit the particles.- New Category: Guandao Settings- Enchantment Settings - New Categories: Hive Protection, Tachysensia, Undying, Diffusion== Armageddon- New Category: Creeping Salt- Ante - Enhanced Mobs: Custom Stat Modifiers - See above- Ante - New Entries: Reaction Enabled, Reaction Settings, Reaction Dimension Blacklist, Reaction Dimension Whitelist- Ante will increase whenever the phase goes past certain milestones. For instance, when the Phase is 3, Ante will increase to 2 the next chance it gets, provided it isn\'t already 2 or higher.- The Reaction Settings entry governs what those milestones are, and what Ante will increase to in reaction.- The Dimension blacklist governs what dimensions Ante will ignore when reacting.- Put dimensions that are locked to a high phase into this.- Ante - Enhanced Mobs: Contact Damage Unlock - Reduced to -1 (disabled) from 5- Ante - Ante to Burn in Sunlight - Reduced to -1 (disabled) from 10- Ante - Enhanced Mobs: Bane Unlock - Reduced to 0, from 2- Ante - Enhanced Mobs: Defense per Ante - Reduced to 0.25, from 1- Ante - Enhanced Mobs: Bane per Ante - Reduced to 0.5, from 3- Ante - Enhanced Mobs: Hyper Armor per Ante - Reduced to 1.5, from 3- Ante - Reactive Weak Increase: Warning Message - \"...\", used instead of the original message for values less than 3- Ante - Enhanced Mobs: Enhanced Passive Mobs Unlock - Ante needed for Passive Mobs to be Enhanced.- Ante - Enhanced Mobs: Damage Cap Unlock - Ante needed for Enhanced Mobs to have a Damage Cap.- Ante - Enhanced Mobs: Damage Cap per Ante & Maximum Damage Cap - Amount each ante level provides, and the maximum the value can achieve, respectively.- Enhanced Mobs - Mob Enhancement Chance Modifiers - Allows for adding multipliers to the enhancement chance for certain dimensions, and/or for specific mobs.- Enhanced Mobs - Starting Damage Cap - The starting value for the Damage Cap.- Enhanced Mobs - Boss Damage Cap Multiplier - Bosses will have their damage cap multiplied by this value.- Enhanced Mobs - Critical Damage Multiplier - Reduced to 1.5, from 2- Enhanced Mobs - Effect Amplifier Cap - Increased to 2, from 1- Enhanced Mobs - Enhancement Chance - Increased to 0.4, from 0.1- Enhanced Mobs - Starting Defense - Reduced to 0.25, from 0.5- Enhanced Mobs - Starting Bane - Increased to 1, from 0- Enhanced Mobs - Bounty Enhancement Chance Increase - Increased to 0.2, from 0.1- Enhanced Mobs - Frayed Wires Drop Chance - The chance that Frayed Wires will drop from an Enhanced Mob.- Enhanced Mobs - Death Value Loss Multiplier - Mutliplier on the amount of Evolution Points lost on death for a parasite killed by an Enhanced Mob.- Enhanced Mobs - Damage Cap Jamming - Amount of ticks that an Enhanced Mob can be Jammed for after having their Damage Cap triggered.- Enhanced Mobs - Critical Hit Delay - Amount of ticks that an Enhanced Mob must wait to deal another Critical Hit.- Enhanced Mobs - Parasite Biome Protection - Prevents mobs from being enhanced in the Parasite Biome when in range of a Node.- Enhanced Mobs - Mote Cap - Maximum amount of motes that can exist in the world.- Enhanced Mobs - Enhanced Mobs Spawn Loophole Cap - Whether Enhanced Mobs spawning past the Spawning Denied phase checks the world mob cap with the enhancement chance in mind.展开版本: 1.3.0支持游戏: 1.12.2类型:ForgeBeta下载次数: 1,812Beta 1.2.1srpcotesia-1.12.2-1.2.1.jar下载1.2.1#BetaJust some housekeepingNone 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.- For that matter, Dispatcher Membranes can be used as a substitute for Beckon Membranes when crafting the Beckon Harbringer. Go figure.- 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.- Also touched up the on-use messages a bit. They now imply the new factory capability that the item has, as well as that it does nothing of value for other Deterrent parasites.- 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- Shows Beckons and Dispatchers in a similar vain to the Glowing effect while held. Works in the offhand as well.- This may look strange if Shaders are enabled, but the mobs should still be visible through blocks.- There\'s also a new mixin for the Entity Culling mod, since that doesn\'t check for glowing.- Specifically NOT the one made by meldexun. That one should already work. There may be a warning about a class not existing now but that\'s harmless- Obtained by trading a Strange Bone with a Factory. Requires Tier 3.- New Item: The Pact (Resolute)- For those of you who didn\'t know, The Pact can be used while sneaking to prevent the consumption of the item and the ensuing Evolution Cooldown.- However, this can be annoying and the item could be used without sneaking accidentally. That and people might not have known this.- Crafting The Pact with a Dispatcher Membrane will produce a \"Resolute\" version that will never be consumed, or create a cooldown.- As a caveat, however, it will also not create a Scent Gland, much like when sneaking with the original Pact.- This makes it more of a utility item than a means to an end.- 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.- This is NOT the Evolution Cooldown. This is the standard Minecraft item cooldown. Just so we\'re clear.- 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.展开版本: 1.2.1支持游戏: 1.12.2类型:ForgeBeta下载次数: 5,887Beta 1.2.0srpcotesia-1.12.2-1.2.0.jar下载1.2.0#BetaThis 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 anymoreDon\'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 soulThere\'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 steelEven 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.- Enhanced Mobs don\'t hit as hard as they did before, but they now have some new tricks to account for that.- They can also teleport now, have fun!- Two new potion effects!- One to reduce your immunity frames, and hit through your defenses- It will fight back if you remove it- Another to remove your healing entirely, at least it should- Nerfs to the Masticator, Scrying, Viral brew effect, idk I forgot the rest- Can you really call it a Masticator nerf when it gets an upgrade? Maybe- Oh also the Masticator has a direct upgrade now- 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!- An item to despawn all parasites- An item to spawn a special Scent- An item to despawn a specific parasite- An item to ride certain parasites- An item to read parasite killcount- An item sourced from Stage III-IV Beckons (Factory-only)- An item sourced from a Bogle (Factory-only)- An item sourced from Assimilated Ender Dragon breath- Threat-related items, finally- An item to disable Enhanced Mob critical hits for several seconds- An item to bring a Well to your location from far away- An item dropped from hostile Enhanced Mobs- An item made from the previously mentioned item using the new block, used to craft the next item- An item used to craft the fun stuff, that doesn\'t like being in your      inventory- 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- An effect to repeat the last one- An effect to      Assimilated Enderman      your enemies- Levitation and Resistance can now also be applied. I\'m not explaining how, use JEI!- 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- For reference, the text is meant to have been written (vandalized) by the player.- Compatibility with Requiem/Dissolution.- Parasite Player ghosts cannot possess most non-parasite mobs. Any mob they do successfully possess will be converted into its Assimilated Variant if possible.- Possessing an Assimilated Adventurer or Thrall will allow a Parasite Player to exit the ghost state, regaining their original form.- The Health UI may break if you heal. I\'m not even going to TOUCH that, it\'s purely visual and this mod is old as hell- Cotesia now adds on an extra list of possessable entities which cannot be possessed by non-parasite players.- This, much like Requiem/Dissolution\'s whitelist, is configurable.- Entities that are present in both lists will produce the same behavior, they will only be possessable by parasite players.- New Item: Electroreceptor- Shows parasite killcount when used on one. There\'s a bit of suspension of disbelief going on here- Also reads the Biomass and Kills Contributed of parasite players, but they need to not be hiding.- Does not require that the user is a parasite, somehow- New command: /assimilateplayer- Forces the Trustworthy Note cutscene without requiring the item. Does not work if the player is already a parasite or is a ghost.- The no-parasite-killing requirement for the Trustworthy Note is now toggleable. It\'s also mentioned in the config now.- My sincerest apologies to those of you who got rupter\'d before you could find the note.- Even if it\'s a skill issue-- Armageddon-related config options have been moved to their own config file, srpcotesia_armageddon.cfg- Additionally, the structure of the options has changed drastically, each mechanic should have its own category now, rather than all being lumped into the same one.- 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.- Both of these were and still are intended to give Singleplayer playthroughs depth.- Them being disabled by default, however, kind of defeated their purpose for most players. This should fix that.- Enhanced Mobs have also received a few nerfs to their attributes. I am willing to modify these if it becomes too easy.- Enhanced Mobs\' abilities are also now gated behind Ante levels.- Below are the new milestones. All of these should be configurable.- You may notice some new mechanics here. They are mentioned later on in the changelog.- That includes the multipliers! They are config-driven and can be placed at any Ante level you wish. New ones can be added, too.- The expected result is that up until Day 40/50, Enhanced Mobs shouldn\'t cause too much trouble. You aren\'t really rewarded for fighting them, either.- 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.- With the new values, this means it will likely occur around day 60. The exact percentage is configurable, although a bit of math is required.- Buglin Tunnels will no longer work if the closest player to them is a parasite.- Additionally, if they are within 32 blocks, they will decay as well.- 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)- Remnants - Special discs dropped by Enhanced Mobs after Ante 5, tied to the entity they dropped from. Assembling 5 different Remnants using a Lithograph will yield Chip Fragments!- The Remnant in the creative menu can be used on any mob to obtain their Remnant.- Data-Driven (NOT CRAFTTWEAKER, json only) recipes can include a Remnant for a specific mob using the srpcotesia:remnant ingredient factory. use \"entity\" to specify a specific mob via resource location.- An example of this is the Well Magnet recipe.- Chip Fragment - Used to craft Callous Chips. Unstable, but safe to have in your inventory. Produced with a Lithograph- Callous Chips - Crafted from Chip Fragments, used in a few different crafting recipes.- Applies Yielding I as long as it is in your main inventory.- New functional block, the Lithograph- Converts Remnants into Chip Fragments. Produces 3 Chip Fragments (Configurable) for every 5 unique Remnants.- The Remnants inserted into a Lithograph must be unique, no duplicates. The block has 5 slots, all of which must be filled.- Item addition and removal is identical to the Osmosis.- Multiple new usable items!- Well Magnet - Teleports the nearest Well to around 100 blocks from your current location. Destroyed upon use.- Requires, among other assorted ingredients, a Wither Remnant.- Signal Jammer - Jams Enhanced Mobs for 10 seconds, preventing them from dealing critical hits. Destroyed upon use.- Also prevents them from tattling on you to nearby Enhanced Mobs.- The Pact - Made from Pristine Matter from a Stage III or IV Beckon and a few other materials, dismisses (despawns) all parasites in the world with a few exceptions:- If used on its own, it will not remove Nexus Tier parasites.- If used on a Nexus Tier, all nexus tiers at or below that nexus\'s stage will be removed.- Nexus tiers that are managing a placed block/structure in the world, such as a Node or Dendritus.- Placed Factories.- Factory-Spawned parasites that are FORCED to persist (Using The Pact on one nullifies this restriction). For instance, an Adapted Summoner spawned by a Factory is exempt, but any parasites it creates in combat are not. This abides by the Factory Persistence config option.- If used while sneaking, parasites will be removed without consuming the item, or playing sounds to other players.- Otherwise, the item is consumed and a Scent Gland is produced referencing the highest tier parasites dismissed.- Scent Gland - Upon hitting an entity, it will spawn a Scent that will spawn the entities indicated in its tooltip. The item will be consumed.- Scents spawned this way will not concede to other scents.- Parasites spawned this way are not salvageable, but are considered Factory-Spawned. They can despawn, however.- Dismissal Wand - Use on or hit a parasite with it to despawn that parasite. Only works for Parasite players or those in Creative Mode.- Scents are now visible to parasite players as a blue undulating prism. This can be disabled in the config, if you wish.- I wasn\'t intending on making anything flashy here. Don\'t get your hopes up.- 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- Also a chance to modify some lines I didn\'t like.- 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.- Hyper Armor will reduce Minimum Damage by half if the damage dealt is below it. Hyper Armor will only heal for regular hits, though, not true damage.- Other than that, Minimum Damage will completely bypass Hyper Armor, instead damaging Defense first.- This should ideally fix issues where Enhanced Mobs would give parasites free killcount without actually dying.- Note, however, that none of these changes will apply to other forms of True Damage. Those will work as they did before, for better or for worse.- Enhanced Mobs\' critical damage multiplier has been reduced to 2x, from 4x.- As a consolation, fire damage attacks will now receive the critical bonus. Those don\'t have SRP\'s fire damage multiplier anyway, strangely enough, only onFire and inFire get that luxury.- Enhanced Mobs now deal AOE damage on a crit. This deals 70% of the attack\'s damage as Auric Fire damage.- Due to event order shenanigans, this may not reflect the actual damage amount in highly modded environments. Not much I can do about that, though.- Enhanced Mobs can now Parry attacks from naturally spawned parasites (this doesn\'t affect you, unless you make a change in the config...)- Whenever a mob they are targetting (or a stray parasitic projectile, not arrows) is moving towards them, Enhanced Mobs may issue a Parry, indicated by sweep particles and a totem sound effect.- The parry window is 15 ticks, or 3/4ths of a second. If attacked during this window, the attack will fail and the Enhanced Mob will stun the attacker and any nearby parasites.- The stun lasts 4 seconds for parasites, and 2 seconds for parasite players.- Enhanced Mobs cannot deal critical hits during this window.- If the parry succeeds, there is only a 1 second cooldown, meaning another parry can occur directly after.- If the parry fails, however, they will have a 4 second cooldown for using it again.- With that being said, maintaining a constant distance from the Enhanced Mob should prevent parries in general.- Enhanced Mobs can no longer receive any negative potion effect with an amplifier greater than II (configurable), instead lowering the amplifier before application.- Like everything else related to Enhanced Mobs, this only applies if the mob is fighting a parasite.- This can be disabled by setting it to -1 or lower.- 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...- They now need evidence to prove a mob is a parasite before using their special abilities. Such evidence includes:- Being attacked by, or attacking the suspect. This only induces targeting if the suspect was indeed a parasite.- Holding a Factory. Other items may have reasoning, however shaky it may be, but holding one is a dead giveaway.- Riding a parasite.- Being close enough to receive the effects of the COTH aura. This has its own config option/distance value.- This means that Enhanced Mobs will now target hiding parasites of all kinds (Any mob with COTH II or higher that isn\'t a player, or any parasite player that uses the hiding function) if they are close enough.- This may cause mob infighting. The COTH Rework prevents this from happening very often, however, and Enhanced Mobs are already less prevalent in areas with lots of mobs with COTH.- Specifically in the case of parasite players, they will remember if you are a parasite and will attempt to tell other nearby Enhanced Mobs that you are a parasite every second.- This also has its own config option, if you want to reduce the distance or disable it entirely.- 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.- Bounties cannot be placed if the Enhanced Mob is being watched by a player that is less than 25 (configurable) blocks away.- This has a 10% chance of happening each time it is rolled. That\'s configurable if you want it to be even lower. The Signal Jammer can also prevent placement of Bounties.- Bounties are tough metallic blocks that keep track of known parasite players. Every Bounty in a dimension will share their knowledge.- Any Enhanced Mobs that spawn in range of a Bounty will inherit its knowledge as well. They have 1000 blocks of range, which increases by 1000 more for every other Bounty in a dimension.- Bounties cannot be placed in range of an existing Bounty. Instead of placing a Bounty, Enhanced Mobs will communicate their knowledge to the existing one.- Any Enhanced Mob that receives the effects of a Bounty cannot place a bounty ever again.- If 4 or more Bounties exist in a dimension, their range will become effectively infinite. This can be changed or disabled if you wish.- Any Parasite Players discovered by Enhanced Mobs will be sent to a Bounty if in range as well.- Bounties increase the mob enhancement chance by 10% for each one that exists in the world.- Intervention: Every 30 seconds that a known parasite player is in range of a Bounty, all Enhanced Mobs within 60 blocks will spawn a single mote to chase them, regardless of sight.- Rememeber that Motes can teleport their owners to the target if they connect.- Both the time needed and the distance can be configured.- This also gives the target Yielding III.- Motes spawned this way last twice as long as normal Motes.- Bounties will only clear their list of known parasite players if there are none left in the world, and the mobs they informed will never forget (they will not tattle or place a new bounty, however)- 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- Can be used to list all existing Bounties, known Vagrants, or modify said lists via standard addition, removal, and clearing.- Usage: /srpcbounty <list|clear|listtargets|cleartargets> or /srpcbounty <add|remove> <x> <y> <z> or /srpcbounty <addtarget|removetarget> <player or UUID>- The /ante command now has a new argument, \"recalibrate\"- This recalculates Ante based on the current world time, good if for some reason you had it disabled for a while- The newly added Electroreceptor can be used to obtain the coordinates of the nearest Bounty, but there\'s a catch:- Firstly, the Electroreceptor must be used on an Enhanced Mob.- Secondly, each use has a cooldown, and only communicates one random coordinate (x, y, or z) each time.- It may be easier to simply backtrack to previous locations you have visited, since that is likely to be where a Bounty has been placed.- 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- Otherwise, the player will be told how much defense the entity has.- The Ante requirement for burning in sunlight has been increased to 10, from 7.- It also has a warning message that plays when Ante reaches this threshold.- It no longer directly deals fire daamge. Instead, the parasite will be set on fire and given Yielding II. Fire Resistance can prevent this, but the sunlight will still occasionally remove that.- This means it will occur on day 100, but with Wells active it will likely occur earlier if you aren\'t proactive enough.- 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.- They also refer to their owner\'s oxygen when in water, so they won\'t drown until their owner does.- 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.- This fixes parasite player AI targeting for mobs defined in SRP\'s \"attack parasites\" mob list.- It also fixes Enhanced Mob targetting, since that was broken as well.- 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.- Also added a item cooldown to indicate what item failed. The Fear effect can cancel the main and offhand individually, meaning one can succeed but not the other.- This fix won\'t be applied in the case of SRP\'s original Fear behavior being enabled. That is experimental, though, so it is to be expected.- 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.- a * can be used in place of an entity id to apply the change to every parasite mob. This goes for adding drops as well as removing them.- These are applied in the order present in the config file.- All of this applies to creating drops via Factories, not the actual drops from the parasites.- For example, if you want no parasite to ever yield Strange Bones, you\'d add \"*-srparasites:bone\"- JEI should now show factories for every parasite present in the creative menu.- Additionally, JEI can also be used to see what factories a Factory Enchantment can be applied to, such as Fluidity or Virulent.- JEI Loads on game startup, unlike most of this mod\'s config options. As a result, JEI will need a game restart if any sizeable changes are made, like registering a new parasite.- New Potion Effect - Unkindling- Reduces fire-based damage sources by 25% per level- Also applies Fire Resistance for non-parasite mobs.- Can be brewed in a brewing stand using a Quench and a Fire Resistance potion. It can also be strengthened and extended like any other potion effect.- Unkindling also reduces Enhanced Mob critical damage.- However, this reduction is static; Only 50% no matter the amplifier. (With a 2x bonus, this effectively disables the extra damage)- It also only applies if the original attack dealt non-fire damage. Otherwise, Unkindling functions as normal, meaning 25% per amplifier.- New Potion Effect - Yielding- Causes 5% of maximum health (per amplifier) to be dealt as true damage each hit from a living entity.- Also reduces Immunity Ticks by 10% of the entity\'s maximum immunity ticks per amplifier.- In other words, it reduces your immune time by 10% per amplifier. Mods which modify immunity frame behavior may cause this to break or otherwise function differently than expected.- Damage will usually pierce shields.- Very unstable. It\'s potion color may temporarily change from time to time.- Attempting to remove the effect or prevent it from being applied will cause it to lash out and attack the offending entity.- Applied by Enhanced Mobs on hit.- Critical hits can cause it to stack. The chance of doing so is a 1 in (current amplifier) chance.- Since the effect reduces I-frames, I figured some limitations were necessary.- Yielding IV or higher will cause true damage regardless if a living entity caused the hit, meaning hits from fire will receive the true damage bonus as well.- 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.- Additionally, a recipe has been added to create a Buglin factory from any existing factory in the crafting menu.- New Item - Bloodstained Saddle- Allows riding certain parasites. Said parasites will show particles around them while holding the item, or if they are currently rideable.- Only works on parasites you made, similarly to the Macabre Pearl- The control scheme is similar to that of a horse, minus the slowdown from jumping.- Current List: Assimilated & Feral Horse, Assimilated & Feral Pig, Monarch- The speed parasites travel at increases as the tier goes up. So a Feral is faster than an Assimilated, but not as fast as a Pure.- Can be obtained by trading a Saddle with a Factory. Requires Tier 1.- Increases Step Height to 1 block if needed, and prevents fall damage for the parasite saddled.- The saddle will drop if the parasite dies or is absorbed. It will only drop in those cases, however; removal from existence will delete the saddle as well!- Saddled Assimilateds will not melt into moving flesh.- Some higher-tier parasites may not take kindly to being ridden around, or rather, not being able to reach their target. They might teleport you around with Dispatcher Tentacles, or break blocks occaisonally (provided a Dendritus isn\'t active).- You also cannot control their special skills, like the Monarch\'s leap.- The internals for this does not support Flying parasites currently, so if there are any planned it might take a bit to come out.- An internal mixin has been added to prevent rubberbanding for riding particularly fast parasites.- This mixin should fail silently, however, if for some reason it cannot apply.- New Item: Nidus Accumulator- A redo of another item from the dead and buried MCreator project, the Nidus Accumulator will transform into a Dispatcher Nidus when its bearer kills 15 mobs.- It needs to be in the hotbar to collect kills, and only one Accumulator can receive a kill at a time.- The Nidus also won\'t be placed on the ground, that way parasites won\'t accidentally trigger it.- The item is mentioned now in the Dispatcher Nidus tooltip, to indicate that it is the intended way to make Niduses at a reasonable rate.- Granted, just stealing them does work despite its difficulty, it\'s just annoying for both you, the parasite you took it from, and another unmentioned beneficiary.- 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 Cake will not be eaten if the biomass provided is below 1.- With the default food conversion rate, this gives 3 biomass for a whole cake.- 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.- It also deals 5 points of miasma damage every 12 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.- Deals 10 points of miasma damage instead of 5.- Applies Viral I alongside Poison II and Corrosion II.- Converts blocks into Biome blocks, sneaking converts them into Beckon infested blocks instead.- This tool adds 10 points per block, akin to the pre-nerf Masticator.- If it converts a block in range of a Node, it will convert the surrounding blocks\' biome to the Parasite Biome if possible. 600 Points Contributed will be awarded for each block biome conversion.- This doesn\'t actually add Evolution Points. It\'s just accounting for the amount of blocks the biome will likely convert on its own, mostly vertically.- This is configurable, of course. The biome behavior can also be disabled if one so desires.- New Enchantment: Flaying- Basically Dense Tissue, but for attack damage instead of maximum health. Increases it by 10% per level, up to 50% at level 5.- 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.- If a parasite has a damage cap, the Bane will be reduced by ((damageCap - 1) / (damageCap * 3)) as a percentage.- So a damage cap of 5 reduces bane by 26%. A dc of 15 reduces it by 31%.- The Living and Sentient Armor sets now provide 40% and 60% (configurable) damage reduction for hiding parasite players, respectively.- The DR is divided into each piece, so a piece of Living armor will provide 10% DR. You can mix them, if you like unoptimal DR or haven\'t made the whole set yet.- This DR only applies if you are hiding.- Damage cannot be reduced below 1.- This is mostly a nod to Nexus DR; In some cases, Nexus tiers will only take 40% damage.- The Living and Sentient Armor sets now no longer add a vulnerability to any fire damage, instead of just inFire and onFire.- To be more specific, it no longer applies the SRP weakness to damage that would ignite an entity (like a fire aspect sword), instead only applying to onFire and inFire like other parasites (and parasite players at base) do.- This usually doesn\'t come up in non-pvp scenarios, especially considering the armor is unobtainable as of this patch.- 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)- Motes are repurposed and improved Shulker Bullets which trade in their Levitation effect for Gravity, teleportation, and if Yielding is involved, a bit of percentage damage.- They are faster than normal Shulker Bullets, and for their first 10 seconds of existence, phase through walls and incoming attacks, indicated by blue particles.- If a Mote breaks on a surface and its target is not alive or is removed from the world, and its owner has a new viable target, a new Mote will emerge from the previous one to attack it.- Motes cannot be dodged via Phasing.- Motes normally do not deal damage, however there are very notable exceptions:- As mentioned earlier, the Yielding effect will proc its true damage effect whenever a Mote strikes a victim.- Motes spawned by bosses, such as the Wither, will deal the mob\'s Bane value as damage on hit. This can be critical damage as well.- By default, line of sight is not required to spawn a Mote, only being targeted (being discovered becomes the criterion if that system is enabled). A check can be enabled in the configs if you wish.- On impact, it will deal some projectile damage (which can crit) and then do one of the following:- If possible, apply Gravity (certain amount of blocks above the ground, etc.)- Otherwise, it will teleport the Enhanced Mob to the Mote\'s location. There is a configurable blacklist for preventing certain mobs from being able to teleport with Motes. Shulkers, for instance, cannot do this.- It also fails if the Enhanced Mob is not in loaded chunks.- Enhanced Mobs cannot attack or be harmed within a half second after teleporting with a Mote.- This is completely ignored if the mob is within 2 blocks of their target before teleporting.- Ante is now capped at 10.- Recuperation now only heals every 1.5 seconds, rather than every half-second.- Its heal rate is effectively a third of what it once was.- 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.- I cannot understate how much of a drastic nerf this is. It goes from 125 points per XP point down to a measly 3 per XP for the same amplifier.- With the new value, a Zombie kill only gives around 5 extra evolution points/biomass with Scrying I.- This was a necessary change, however, as I feel this effect was a little overpowered.- 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.- Instead, Altered Tendons are now used to reset the damage amount back to 6.- Items will now show which Factory they can be produced with in their tooltip. They will cycle if multiple can provide it.- This can be disabled if you wish.- The Explosion brew effect has been changed dramatically.- It is now brewed using a Bogle Charge, a special drop obtained from salvaging drops from a Bogle Factory.- It deals 3x the brew\'s base damage on a direct hit. This applies separately from the explosion itself.- The explosion now has power 5 + the amplifier of the brew.- The damage of the brew itself and the explosion should stack.- The cost has been increased to 20, from 10.- It is now incompatible with Harm, and vice versa. This effect is intended to be an upgrade.- 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.- Activates the effect directly preceding it in the Sac\'s effect list.- New Brew Effect: Rally - Costs 20 biomass - Brewed with a Dendritus- Teleports the closest parasite within 20 blocks, but farther than 5 blocks, to the brew\'s impact location.- 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.- An example is provided for Explosion and Harm. Any number can be used, as long as both effects use the same number.- Viral is no longer added to brews using a Reeker Fang. That item adds Apply Poison now.- It is now applied using Virulent Breath, a replacement for Dragon Breath that is obtained from Assimilated Ender Dragon clouds.- 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:- Longarms Armor Fragment - Resistance - Max amplifier III - 5 biomass- Shulker Shell - Levitation - 5 biomass- Assimilated Ender Dragon clouds now give Virulent Breath rather than Dragon\'s breath.- Virulent Breath can also be traded in for Dragon\'s Breath using a Factory.- It also replaces the Reeker Fang as the reagent for the Viral effect in Brew Sacs.- Values for the Reclamation Table have been nerfed.- They have received changes to better align with the actual XP values provided by the parasites the items are obtained from.- For instance, Beckon Membranes now only give a mere 5 XP each to better align with the Stage I Beckon, which only gives 16 XP by default.- Also, the Summoner Core can now be reclaimed. Not sure how I missed that one.- The Macabre Pearl will no longer teleport parasites to places they will suffocate in, unless the offending blocks can be broken by the parasite.- This doesn\'t check for any MobGriefingEvent cancellation, so the pearl may still make a mistake under rare circumstances.- Phasing will remove this restriction.- 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.- This will also clear their attack target.- This also does not have a collision check. be wary.- Parasitic Flora (Beckon and Parasite Biome tendrils) are now transparent for parasite players.- This can be disabled in the config, of course. The transparent textures are located in this mod\'s resources, same , since I couldn\'t find a way to dynamically change them.- The Access Transformer should also finally be in the jar now. I mean it was probably there before I never checked-- This is developer stuff, it doesn\'t affect gameplay.- 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.- Phasing is also much slower now. It only procs every 2 seconds rather than every half-second, to better emulate parasite block breaking.- As a consolation, the distance travelled each teleport has been increased to 3 blocks from 1.- Additionally, the maximum hardness multiplier has been increased to 3.5x, from 1.5x. This means that Preeminents can phase through Obsidian, provided I\'m not bad at math.- 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.展开版本: 1.2.0支持游戏: 1.12.2类型:ForgeBeta下载次数: 967Beta 1.1.3 Hotfix 2srpcotesia-1.12.2-1.1.3h2.jar下载1.1.3h2#Betamod compatChanges- 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.展开版本: 1.1.3h2支持游戏: 1.12.2类型:ForgeBeta下载次数: 3,942Beta 1.1.3 Hotfix 1srpcotesia-1.12.2-1.1.3h1.jar下载1.1.3h1#BetaWhat\'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.- 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.- If you are, they will switch attack targets.- 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_litrealistictorches: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 ==ProcrastinationChanges- 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.- 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.- This is likely to never actually happen. If it somehow does, though, there you go.- 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.- 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.- Don\'t forget: you can change a factory\'s tier by binding it to a parasite of the desired tier.- 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.- Flying parasites will attempt to maintain their elevation unless they cannot see the player.- 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.- Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.- They usually won\'t teleport to you unless you are in a more closed environment.- 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.展开版本: 1.1.3h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 150Beta 1.1.3srpcotesia-1.12.2-1.1.3.jar下载1.1.3#BetaProcrastinationChanges- 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.- 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.- This is likely to never actually happen. If it somehow does, though, there you go.- 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.- 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.- Don\'t forget: you can change a factory\'s tier by binding it to a parasite of the desired tier.- 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.- Flying parasites will attempt to maintain their elevation unless they cannot see the player.- 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.- Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.- They usually won\'t teleport to you unless you are in a more closed environment.- 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.展开版本: 1.1.3支持游戏: 1.12.2类型:ForgeBeta下载次数: 378Beta 1.1.2srpcotesia-1.12.2-1.1.2.jar下载1.1.2#BetaI 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- 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.- It also sets them on fire.- Within 5 chunks, it applies Immalleable.- Within 2.5 chunks, it applies Dazed.- 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- /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.- It also mentions how many parasites tried to adapt to the damage source.- 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.展开版本: 1.1.2支持游戏: 1.12.2类型:ForgeBeta下载次数: 321Beta 1.1.1 Hotfix 1srpcotesia-1.12.2-1.1.1h1.jar下载1.1.1h1#BetaI hate it hereChanges- Fixed mixin apply error== 1.1.1 ChangesJust bugfixesChanges- 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.展开版本: 1.1.1h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 496Beta 1.1.1srpcotesia-1.12.2-1.1.1.jar下载1.1.1#BetaJust bugfixesChanges- 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.展开版本: 1.1.1支持游戏: 1.12.2类型:ForgeBeta下载次数: 91Beta 1.1.0 Hotfix 1srpcotesia-1.12.2-1.1.0h1.jar下载1.1.0h1#BetaChanges- Fixed Item Trades not working for sword items.- Minor texture changes for the Alt Sentient Pick-axe.展开版本: 1.1.0h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 320Beta 1.1.0srpcotesia-1.12.2-1.1.0.jar下载1.1.0#BetaDefinitely 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\"展开版本: 1.1.0支持游戏: 1.12.2类型:ForgeBeta下载次数: 114Beta 1.0.17 Hotfix 1srpcotesia-1.12.2-1.0.17h1.jar下载1.0.17h1#BetarelaxChanges- 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 Changelogmemoriesthis 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- Stage IV Beckons will dismiss unoccupied Stage IV and III Beckons close by, and gain 1 Damage Cap (configurable) each time.- The check is done every minute, in around a 14 block radius.- The game will only start keeping track of parasite creation time once this update comes out, since it added the functionality.- In order to still allow for dismissal, for beckons with equal ages, the one that ticks first will dismiss the others, if in range.- A few other minor features have also switched to this variable.- If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.- If the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.- This is meant to remove excess beckons spawned by Stage IV Beckons, which when unhindered (a.k.a when a parasite player protects them) can lag servers.- This can also happen if nobody handles the beckon problem.- This only ever really happens outside the Parasite Biome.- This feature might be removed at some point, at least for dismissing Stage IV beckons, since this is probably a bug- More torches should now be convertible:- Aether & Aether II Ambrosium Torches- Bone Torch\'s Bone Torch- Realistic/Survivalist Lit and Unlit Torches- The Betweenlands\' Sulfur Torch, and its Extinguished variant.- More precautions have been taken to make sure the Assimilated Adventurer does not despawn during the Trustworthy Note cutscene.- If the position you are in is unloaded and the Adventurer cannot be found, the process will complete early.- If you leave the game mid transition, you should retain your progress. Good for if the server dies or something.- The Adventurer now receives the Dazed effect during the process, preventing it from wandering or attacking enemies.- Beckons infecting blocks (Not the biome infecting blocks) will now award point credit to the player that spawned them, if applicable.- More has been done behind-the-scenes to make sure the Factory-Spawned marker carries over. It should carry over now for the following:- Right clicking on a Dispatcher Nidus with an empty hand (can be disabled)- Reinforcement System, wherein the Beckon spawned will be Factory-Spawned (can be disabled)- Beckons spawning more Beckons (see above)- Parasites spawning more parasites, generally- Bombs spawning parasites (such as that from the Heavy Bomber)- The Factory-Spawned marker no longer makes a parasite salvageable by default.- This means you can own a parasite but still be unable to dissolve it.- Fixed a bug where dying to a living entity would crash the game.- Rudimentary Crafttweaker support!- New fields for IPlayer: isParasite, corpseBloom, parasiteBiomass, and parasiteMaxBiomass.- These correspond to whether a player is a parasite, their current bloom tier, the amount of biomass they have, and the maximum they can attain.- Maximum Biomass will be altered whenever a player\'s bloom tier changes, regardless of what is done in scripts.- It\'s really only here for the getter.- Fixed Desaturation Shader still rendering if its intensity was zero.- Fixed the repairing mechanic causing sounds to play when no repair occurred.- 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\",\"minecraft:bone_block;srparasites:parasiterubble#1;5\",\"minecraft:book;srpcotesia:faustian_note;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\",\"srparasites:fer_cow+minecraft:leather;30;6;false\",\"srparasites:sim_horse+minecraft:leather;20;5;false\",\"srparasites:fer_horse+minecraft:leather;25;10;false\",\"srparasites:sim_sheep+minecraft:wool;25;3;false\",\"srparasites:fer_sheep+minecraft:wool;30;6;false\",\"srparasites:sim_sheep+minecraft:string;10;8;false\",\"srparasites:fer_sheep+minecraft:string;20;16;false\"- 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.展开版本: 1.0.17h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 179Beta 1.0.17srpcotesia-1.12.2-1.0.17.jar下载1.0.17#Betamemoriesthis 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- Stage IV Beckons will dismiss unoccupied Stage IV and III Beckons close by, and gain 1 Damage Cap (configurable) each time.- The check is done every minute, in around a 14 block radius.- The game will only start keeping track of parasite creation time once this update comes out, since it added the functionality.- In order to still allow for dismissal, for beckons with equal ages, the one that ticks first will dismiss the others, if in range.- A few other minor features have also switched to this variable.- If successful, this will generate 10000 (configurable) Evolution Points per Beckon dismissed.- If the Beckon is Factory-Spawned (see below) parasite players can receive credit for this as well.- This is meant to remove excess beckons spawned by Stage IV Beckons, which when unhindered (a.k.a when a parasite player protects them) can lag servers.- This can also happen if nobody handles the beckon problem.- This only ever really happens outside the Parasite Biome.- This feature might be removed at some point, at least for dismissing Stage IV beckons, since this is probably a bug- More torches should now be convertible:- Aether & Aether II Ambrosium Torches- Bone Torch\'s Bone Torch- Realistic/Survivalist Lit and Unlit Torches- The Betweenlands\' Sulfur Torch, and its Extinguished variant.- More precautions have been taken to make sure the Assimilated Adventurer does not despawn during the Trustworthy Note cutscene.- If the position you are in is unloaded and the Adventurer cannot be found, the process will complete early.- If you leave the game mid transition, you should retain your progress. Good for if the server dies or something.- The Adventurer now receives the Dazed effect during the process, preventing it from wandering or attacking enemies.- Beckons infecting blocks (Not the biome infecting blocks) will now award point credit to the player that spawned them, if applicable.- More has been done behind-the-scenes to make sure the Factory-Spawned marker carries over. It should carry over now for the following:- Right clicking on a Dispatcher Nidus with an empty hand (can be disabled)- Reinforcement System, wherein the Beckon spawned will be Factory-Spawned (can be disabled)- Beckons spawning more Beckons (see above)- Parasites spawning more parasites, generally- Bombs spawning parasites (such as that from the Heavy Bomber)- The Factory-Spawned marker no longer makes a parasite salvageable by default.- This means you can own a parasite but still be unable to dissolve it.- Fixed a bug where dying to a living entity would crash the game.- Rudimentary Crafttweaker support!- New fields for IPlayer: isParasite, corpseBloom, parasiteBiomass, and parasiteMaxBiomass.- These correspond to whether a player is a parasite, their current bloom tier, the amount of biomass they have, and the maximum they can attain.- Maximum Biomass will be altered whenever a player\'s bloom tier changes, regardless of what is done in scripts.- It\'s really only here for the getter.- Fixed Desaturation Shader still rendering if its intensity was zero.- Fixed the repairing mechanic causing sounds to play when no repair occurred.- 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\",\"minecraft:bone_block;srparasites:parasiterubble#1;5\",\"minecraft:book;srpcotesia:faustian_note;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\",\"srparasites:fer_cow+minecraft:leather;30;6;false\",\"srparasites:sim_horse+minecraft:leather;20;5;false\",\"srparasites:fer_horse+minecraft:leather;25;10;false\",\"srparasites:sim_sheep+minecraft:wool;25;3;false\",\"srparasites:fer_sheep+minecraft:wool;30;6;false\",\"srparasites:sim_sheep+minecraft:string;10;8;false\",\"srparasites:fer_sheep+minecraft:string;20;16;false\"- 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.展开版本: 1.0.17支持游戏: 1.12.2类型:ForgeBeta下载次数: 98Beta 1.0.16 Hotfix 2srpcotesia-1.12.2-1.0.16h2.jar下载1.0.16h2#BetaApologies for not uploading this sooner, I was working on moving computers since this one was getting repaired.quarter-bakedOH 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 soConfig Changes- Literally nothing展开版本: 1.0.16h2支持游戏: 1.12.2类型:ForgeBeta下载次数: 535Beta 1.0.16 Hotfix 1srpcotesia-1.12.2-1.0.16h1.jar下载1.0.16h1#BetawharChanges- Fixed the Soulless Core\'s recipe using an incorrect mod id for the Dirty Needle.1.0.16 ChangelogThe Reclamation UpdateChanges- 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 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.- The bloom level will be regained after 10 seconds.- 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.展开版本: 1.0.16h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 411Beta 1.0.16srpcotesia-1.12.2-1.0.16.jar下载1.0.16#BetaThe Reclamation UpdateChanges- 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 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.- The bloom level will be regained after 10 seconds.- 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.展开版本: 1.0.16支持游戏: 1.12.2类型:ForgeBeta下载次数: 108Beta 1.0.15 Hotfix 1srpcotesia-1.12.2-1.0.15h1.jar下载1.0.15h1#Beta1.0.15 isn\'t realChanges:- Fixed NullPointerException crash due to erroneous casting1.0.15 changelog:I can\'t even fathomThis 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- 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.- This deals TRUE DAMAGE if you are on fire though. You have been warned.- 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.展开版本: 1.0.15h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 269Beta 1.0.15srpcotesia-1.12.2-1.0.15.jar下载1.0.15#BetaI can\'t even fathomThis 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- 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.- This deals TRUE DAMAGE if you are on fire though. You have been warned.- 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.展开版本: 1.0.15支持游戏: 1.12.2类型:ForgeBeta下载次数: 80Beta 1.0.14 Hotfix 1srpcotesia-1.12.2-1.0.14h1.jar下载1.0.14h1#BetaindubitablyChanges- 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.展开版本: 1.0.14h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 494Beta 1.0.14srpcotesia-1.12.2-1.0.14.jar下载1.0.14#BetaArea of effectChanges- 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 allConfig 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.- The formatting is nearly identical to base SRP orb config format, with two minor changes- (bloomRequirement)+ is prepended to all effects. So 5+0;30;1;srpcotesia:scrying;2;0 only works on tier 5.- This cannot be omitted. Put 0+ if you want it to work regardless of tier.- For multiple instances of the same effect, the one listed (and qualifying) first, top down, is chosen.- 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.- 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\"- 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.- TLDR: List stuff in descending tier order.展开版本: 1.0.14支持游戏: 1.12.2类型:ForgeBeta下载次数: 182Beta 1.0.13 Hotfix 1srpcotesia-1.12.2-1.0.13h1.jar下载1.0.13h1#BetahiccupChanges- 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展开版本: 1.0.13h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 103Beta 1.0.13srpcotesia-1.12.2-1.0.13.jar下载1.0.13#Betait astounds me how untested these features areChanges:- 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.展开版本: 1.0.13支持游戏: 1.12.2类型:ForgeBeta下载次数: 65Beta 1.0.12srpcotesia-1.12.2-1.0.12.jar下载1.0.12#BetaIamNOTAMORON !!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.展开版本: 1.0.12支持游戏: 1.12.2类型:ForgeBeta下载次数: 620Beta 1.0.11srpcotesia-1.12.2-1.0.11.jar下载1.0.11#BetawharTLDR:- Colony Integration- Damage Cap (If you\'re a cheater)- Subtle Enchanted Factory visual- Minor UI stuffChanges:- 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.展开版本: 1.0.11支持游戏: 1.12.2类型:ForgeBeta下载次数: 147Beta 1.0.10srpcotesia-1.12.2-1.0.10.jar下载1.0.10#Betarip and tearTLDR:- DEPENDS ON MIXINBOOTER AGAIN.- Now incompatible with Phosphor and BetterPortals.- 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.- 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 RageChanges- 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.- 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).- They also boost Ante gained every 10 days.- 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\"展开版本: 1.0.10支持游戏: 1.12.2类型:ForgeBeta下载次数: 175Beta 1.0.9 Hotfix 2srpcotesia-1.12.2-1.0.9h2.jar下载1.0.9h2#BetaChanges- Fixed a bug where dying as a Parasite Player would crash the game- Skill issue tbh- Fixed factory trades being broken- Would you believe I forgot an exclamation mark? A single one.展开版本: 1.0.9h2支持游戏: 1.12.2类型:ForgeBeta下载次数: 2,161Beta 1.0.9 Hotfix 1srpcotesia-1.12.2-1.0.9h1.jar下载1.0.9h1#BetahoftixChanges- Fixed an issue where I used a Client method where I shouldn\'t have.- Always check your SideOnlys!展开版本: 1.0.9h1支持游戏: 1.12.2类型:ForgeBeta下载次数: 105Beta 1.0.9srpcotesia-1.12.2-1.0.9.jar下载1.0.9#BetaThe air is burning around you...Highlights- Essential Compatibility- Latch changes, UI changes- Threat stuff- Trustworthy Note changes- Reinforcement System compatibility- Glowy bits- More Config optionsIf i get no feedback i will dieYou 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- 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 UI element also shows the Keybind needed to use it, and whether it was deployed.- The Hiding UI no longer shows if the player in question cannot hide, due to insufficient Corpse Bloom.- This also shows its keybind now.- The messages for the note now allude to why it failed to be used.- \"It won\'t budge. It seems weaker in this dimension.\" - The dimension you are in won\'t work. Try the overworld instead.- The dimension stipulation only exists if the nighttime stipulation is active.- \"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.- Ante will increase every 10 days, scaling Defense, Hyper Armor, and Bane for Enhanced Mobs. All three only apply to combat with parasites.- Defense is effectively extra health.- Hyper Armor turns damage below its value into healing.- This cannot heal above half the mob\'s maximum health (including defense).- 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.- 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.- 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.- 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展开版本: 1.0.9支持游戏: 1.12.2类型:ForgeBeta下载次数: 151Beta 1.0.8srpcotesia-1.12.2-1.0.8.jar下载1.0.8#BetaThe i hate making entities updateBurnout 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- The Grep, a sentinel that fuses with mobs to fight parasites, has not been even remotely finished, hence being disabled by default- 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.- That old bucket of bad code was posted in the discord at some point idk- If you\'re a fan of silly unfinished entities, here you go- The Trustworthy Note transformation is now a little different.- 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.- This also allows you to receive another note, allowing you to try again.- You are also given a Factory immediately upon transforming, that way players learn about the mechanic as early as possible.- Don\'t feel bad if your first introduction to the Factory was someone else talking about it, that\'s on me- 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.- 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.- 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- 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.- An enchanted factory cannot be turned back into biomass, only unbound.- 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展开版本: 1.0.8支持游戏: 1.12.2类型:ForgeBeta下载次数: 348Beta 1.0.7srpcotesia-1.12.2-1.0.7.jar下载1.0.7#BetaWas supposed to be a hotfix until I had a nefarious ideaAlso some rebalancing idkYou 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 attackConfig 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.展开版本: 1.0.7支持游戏: 1.12.2类型:ForgeBeta下载次数: 237Beta 1.0.6srpcotesia-1.12.2-1.0.6.jar下载1.0.6#BetaThey\'re in the damn wallsThis 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.展开版本: 1.0.6支持游戏: 1.12.2类型:ForgeBeta下载次数: 139Beta 1.0.5 Hotfix 4srpcotesia-1.12.2-1.0.5h4.jar下载1.0.5h4#BetaThis 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.展开版本: 1.0.5h4支持游戏: 1.12.2类型:ForgeBeta下载次数: 148Beta 1.0.5 Hotfix 3srpcotesia-1.12.2-1.0.5h3.jar下载1.0.5h3#BetaHotfix 3Changes- Fixed Optifine causing custom hit colors to not render. Experimental, and it doesn\'t recolor for the death animation.- This was done with RenderPlayerNuclear, a class that extends RenderPlayer and has its setBrightness method overridden.- RenderPlayerMalleable would\'ve been a better name, now that I think about it.- 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 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.- 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.展开版本: 1.0.5h3支持游戏: 1.12.2类型:ForgeBeta下载次数: 65Beta 1.0.5 Hotfix 2srpcotesia-1.12.2-1.0.5h2.jar下载1.0.5h2#BetaHotfix 2Changes- A parasite player\'s secondary head can be severed using a direct sword strike, at a 40% chance.- This will delete all adaptations and prevent new adaptations from being created for 2 minutes.- You will be unable to hide while your head is gone.- 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.展开版本: 1.0.5h2支持游戏: 1.12.2类型:ForgeBeta下载次数: 60Beta 1.0.5 Hotfixsrpcotesia-1.12.2-1.0.5h.jar下载1.0.5h#BetaThe drop shadow updateChanges- Malleability Menu now shows the maximum amount of adaptations one can have.- - It also no longer has drop shadows on its labels.展开版本: 1.0.5h支持游戏: 1.12.2类型:ForgeBeta下载次数: 60Beta 1.0.5srpcotesia-1.12.2-1.0.5.jar下载1.0.5#BetaThe Adaptation UpdateHope you brought 5 more weaponsChanges:- 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 - 0Assimilated - 1Primitive/Stage I Nexus - 2Adapted/Stage II Nexus - 3Pure/Crude/Stage III Nexus - 4Preeminent - 5Whatever ends up replacing Ancients idk/Stage IV Nexus - 6and 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\"展开版本: 1.0.5支持游戏: 1.12.2类型:ForgeBeta下载次数: 87Beta 1.0.4srpcotesia-1.12.2-1.0.4.jar下载1.0.4#BetaWhat 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展开版本: 1.0.4支持游戏: 1.12.2类型:ForgeBeta下载次数: 42Beta 1.0.3srpcotesia-1.12.2-1.0.3.jar下载1.0.3#BetaFinally, 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.展开版本: 1.0.3支持游戏: 1.12.2类型:ForgeBeta下载次数: 39Beta 1.0.2 Hotfix 2srpcotesia-1.12.2-1.0.2h2.jar下载1.0.2h2#BetaThe 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.展开版本: 1.0.2h2支持游戏: 1.12.2类型:ForgeBeta下载次数: 49Beta 1.0.2 Hotfixsrpcotesia-1.12.2-1.0.2h.jar下载1.0.2h#BetaChanges- 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...展开版本: 1.0.2h支持游戏: 1.12.2类型:ForgeBeta下载次数: 27Beta 1.0.2srpcotesia-1.12.2-1.0.2.jar下载1.0.2#BetaNew 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).展开版本: 1.0.2支持游戏: 1.12.2类型:ForgeBeta下载次数: 69Beta 1.0.1srpcotesia-1.12.2-1.0.1.jar下载1.0.1#BetaThis is a minor hotfix.Minor config change, version fix.展开版本: 1.0.1支持游戏: 1.12.2类型:ForgeBeta下载次数: 104Beta 1.0.0srpcotesia-1.12.2-1.0.0.jar下载1.0.0#BetaInitial Release展开版本: 1.0.0支持游戏: 1.12.2类型:ForgeBeta下载次数: 164全部版本

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