CoreEcosystem-1.21.1-1.9.11-neoforge
Curse Maven Snippet
What's new
Added:
- The Sun Collectors come first: the Core keeps 1 collector in Phase 3, 2 in Phase 4, 3 in Phase 5 and one more each phase after, before it pays for any rebuild or Guard minimum; above that floor a collector and a rebuild take turns, and the next rebuild waits until the collector is paid. The status now says what a rebuild waits for (materials, 650 biomass, XP, or the 1,750 kept for the SubCore egg).
- A Sun Collector you place on the colony's living veins is that Core's again: it feeds it, grows and starves as its own, counts past the Core's maximum, and links to no Crafter or chest. Placed anywhere else it is yours, as before.
- The world hunts the colony: the game's hostile mobs, iron golems and Spore's mobs take Gardeners, Brute Guards and Scout Guards as targets exactly as they take players; golems and Spore's mobs attack Ascended Trees.
- A dead unit's loot is salvaged: once no hostile stands within 12 blocks of the spot, a free Gardener fetches the dropped items to storage and the XP to the Core.
- Mites may make thralls: a mob's Mite death rolls 5 in 100 for a thrall of the nearest Core instead of a tree; a player's for an infected player.
- Spore's living things feed the Core at 2 each: its organ drops (Innards, Tendons, Nerves and the rest) count as living matter; its living blocks (Innards, the Biomass blocks, Organite, Brain Remnants and the rest) are harvested; the colony mines Spore's Reconstructed Mind and Infested Spawner on its land once a unit sees them.
- Each dome gate's porch reaches the ground by a stair of Infested Ground Stairs, up or down, three wide, eight steps at most.
- Trodden roads: the colony's roads are laid in the ground's own kind with a darker, trodden look, where the units walk most.
- A sixth of a second of grace for a late shield or crouch against a Core bolt: a shield still coming up counts.
Removed:
- The Core bolt's armor bypass: armor, Protection and Blast Protection count as for any hit, never below half a heart.
- The plain Infested Ground as the colony's laid ground: roads, porches, the dome's floor, bridges and tree feet take the kind of the ground they replace; the plain block only where nothing matches.
- The extra night spawns on the colony's ground: it spawns as plain ground now (infested_hostile_spawn_times 2 -> 1; the hostiles hunting the units is the one or the other).
Tweaked:
- A facing shield stops a Core bolt's hit in every phase; the burst still lands; from Phase 3 a blocked bolt wears the shield three times as much.
- A knocked-down mob gets up at half a heart one minute after its fall, with no restarts.
- Gardeners stay out of a fight unless a Guard party is already there and the hostiles are no more than the Guards; otherwise they keep 16 blocks away and go on with their errand.
- A unit beats a fire out for a second (three swings) before it goes out.
- A worm sent back by the Subterranean Sonic Emitter does not try again: the blocks within 16 of a standing emitter count as finished for the trees' rounds and the worm shift.
- The scaffold comes down even when the veins took it; a tall pillar goes to any cleaner once its builder is gone; a taken-down infested block is fed to the Core.
- Dirt with the sky over it becomes Overgrown Grass; buried dirt stays Veined Dirt.
- The Glowing Core Shell and the Light Pods count as the colony's body: ground touching only them stays connected.
- The Infested Ground Stairs count as an infested block in the Core Harvester, BioMechanical Crafter and Incubation Chest recipes.
- "Altered Diamond Bio-Sword", "Altered Leather Bio-Boots": the material word before Bio-.
- The Colony Lens's subtext in your words; the Ascended Tree lines of the status in plain words.
- Tied-up four-legged animals lie on their side across the carrier's back with the head hanging, and the vine bands fit the lying body.
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