CoreEcosystem-1.21.1-1.9.9-neoforge
Curse Maven Snippet
What's new
Added:
- The Sun Collector: a leaf plant the Core grows on its land in five sizes, each adding to the digestion rate, more under the noon sun (x1.5) and less at midnight (x0.9); Small and Medium paid from the digesting pool first, the big three from biomass only. A clump of big fleshy leaves on a rooted crown, open by day and folded at night, leaning to a low sun, starved under a roof, unfurling as it grows; drawn cheaply even at 145.
- The meteor has its own body now: a lumpy scorched boulder with glowing cracks that tumbles and brightens as it falls, a long bright streak, a real flash and crater with a dark rim and rays, and it shatters on impact into Meteorite blocks of itself that fly out and land hot, a hatched husk left round the Core.
- Seven new infested kinds: cobblestone, planks, stone bricks, terracotta, netherrack, blackstone and basalt each get their own infested block instead of plain Infested Ground.
- Thrall meat: raw meat from a killed thrall carries a hidden mark; cooking clears it; eating it raw gives a 1 in 3 "Spoiled Meal?" for a minute, then Miasma II for 45 seconds unless milk clears it. The mark follows a stack's count through every way items move; only this mark is an exception to how stacks merge.
- Ascended Trees drop what the mob they were made of would have dropped, raw meat with the hidden mark; a felled or dead tree, not a withered one.
- Guardians have armor: Hunting 10, Cave 20, Tree 30, Heart 30 (the game's ceiling).
- A blast a player caused counts as that player attacking the colony: TNT lit by hand, TNT a player placed and lit any other way within five minutes, a creeper a player lights, a bed or anchor a player sets off, an End Crystal a player hits.
- Units walk across water on its surface instead of swimming or going round.
- Hostiles spawn at twice the normal rate on the colony's ground at night.
- The gap between phases: 8 minutes with one player, one minute less per player beyond the first, two less with an infection mod on the server, never under one.
- Core Must Grow compacts: past 5 minutes it becomes 2:30 of the next level, up to V.
- Every Ascended Tree keeps the block under it: no player, blast or digger of the colony's breaks it, and a lost one grows back.
Removed:
- The digestion rate's phase multiplier (x3 in Phase 3 up to x8); the Sun Collectors take its place, the base and the SubCore and tree bonuses stay.
- The old cap of 45 Ascended Trees.
Tweaked:
- The dragonfly's tail hangs off and drags behind it like a chain: each segment follows the one ahead, a dive streams it up behind, a turn curls it, it hangs when hovering; a resting dragonfly perches on top of the tree's crown.
- Healing on the colony's land counts everything the colony made (the web, the shell, the dome, the lair, the pit lid, the roads), and vines and dragonflies heal there too.
- A hurt Gardener or Guard on the colony's land heals 1 health for 1 biomass, from the digesting pool first.
- Guardians' bites by rank: Hunting 4 with sap, Cave 8 with knockback, Tree 6, Heart 10 with its stun.
- A Guardian takes a mob or player for its cocoon only once it is at 20% health or under; above that it fights.
- The Cave Guardian never digs the colony's own blocks, never digs under water when it could walk, and breaks no wall while climbing.
- A camouflaged Guardian and a hiding Carnivorous Flower are unseen by every mob; Jade in survival shows nothing for a hiding flower and Stone for the pit lid.
- Wrapping Vines go to the busiest area of the colony's land, hostiles first, instead of a tree; a hiding flower crawls toward a mob it sees within 30 blocks near the land; each kill point gives one gain among the paths not yet full (1 in 3, 1 in 2, then certain).
- No creature of the colony attacks a creeper hand to hand; the ranged may shoot it.
- Thralls walk out away from the Core and apart from the other Ascended Trees, and will not settle in the seed fog or the Pleasant Smell's reach; up to 100 Ascended Trees at Phase 9 (56 at Phase 5, rising by phase), every per-tree cost bounded.
- The Core's shell is dirt-soft in Phases 2 to 3, stone in 4 to 5, deepslate in 6 to 7 and obsidian from Phase 8; the mesh at half; the highest-phase Core within reach owns a block.
- The lag spikes: a stuck unit's way plan runs 1,500 cells a tick and carries on next tick, re-plans back off, one combined spot search instead of one per spot, two route searches a tick per colony, a Core's removal turns veins back 256 a tick.
- An Ascended Tree settles down only in its first 10 seconds.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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