Qliphoth Protocol

Dear Guest: I formally invite you to a mod based on Lobotomy Corporation and Library of Ruina.

File Details

Qliphoth Protocol v0.0.9.5

  • B
  • Jun 8, 2026
  • 34.50 MB
  • 524
  • 1.20.1
  • Forge

File Name

qliphoth_protocol-0.0.9.5.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:qliphoth-protocol-1509676:8217010")
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v0.0.9.5 [The System Update] Changelog:

 

General Visual Changes:

 

  • Main Menu slight redesign
    • Splash text is back!!!
  • Boot intro remake
  • Terminal screen added to main menu (Good luck)
    • First major lore addition to the mod
  • Load intro remake

 

Dialogue Systems:

  • Main dialogue system remade
    • Uses .json files to read dialogue
    • Text effects are possible via keywords
    • Far higher limits for text and choices
  • FIFO dialogue system added
    • Mid-combat dialogue via pop-up
    • Same keyword system as the new dialogue system
    • Allows for multiple speakers and queued conversations for natural, automatic, flow

 

Cortical Menu / Directive System added:

EGO SUM JUDEX ET CARNIFEX. MEMORIA DELENDA EST.

  • New keybind added for the Cortical screen
  • Screen displays general info + Directives
    • Directives are simply quests.
    • Organized with Major, Minor, Completed (Sub cat. for Major / Minor)

 

Curios:

  • Curios added as a dependency
  • Punishing Necklace added
  • Through the Dark Twilight added
  • Judgement Blindfold added
    • Custom shader on equip

 

Sanity:

 

  • New menus added to check Sanity via keybind.
  • Debug GUI removed.
  • Command /setSanityGUI added
    • 0, 1, 2, and 3 for different menu appearances

 

COGNITION CARD SYSTEM ADDED:

"Asked what they wanted.
They said they didn't know.

Asked what they were afraid of.

Long Pause.

Then:
The same answer." 
- Malachi, Session Transcript 7

 

  • Major progression system.
  • Two Trees. Tree of Life and Tree of Death
  • 22 Nodes. 11 per Tree.
  • Cards are drawn at each Cognition threshold
    • Redraw, Excise, and Retain functions on card menu for card manipulation
    • Card types:
      • Common
      • Rare
      • Advanced
      • Keystone
      • E.G.O.
      • Abnormality
  • Menus:
    • Draw screen
    • Tree selection screen
    • Node selection screen
    • Keybind compendium screen
  • Far too many mechanics to list. 
  • Card effects are NOT added yet. This takes an incredibly long time. Far longer than it takes to make a card visually.
  • Card art is also imcomplete. Placeholder art is used for cards without unique drawings right now.
  • /qp commands added. Again, far too many to list. 
  • Cognition fragment small added
  • Cogntion fragment medium added
  • Cognition fragment large added
  • Cognition fragment Cassian added

 

Interaction & Thought system added:

 

  • Thought system is basically just a custom action bar for messages. Simple.
  • Interaction system:
    • Certain blocks or NPCs will open this overlay, displaying multiple options for extended interaction
      • Options are custom for each interaction
      • Left click chooses
      • Scroll, scrolls
      • Walking away or pressing shift closes the overlay

 

Zone system & Audio visualizer added:

 

  • Zones allow for specific, localized, "rules"
  • Zone area visual while in Creative
  • Audio visualizer pop-up displayed with entering a zone with dynamic music
    • Audio visuals are drawn from .json files already made. No performance impact.
  • Leave zone pop-up added
  • Debug zones added:
    • cafe
    • test1

 

Ahn & Shop system added:

 

  • Ahn currency added
  • Shop screen added
    • Stock refreshes daily
      • Each day, a random number between a set range is selected per-item. There are different weights for these numbers, but most lean lower than higher.
        • For example: Item one has a range of 1 to 10. The average stock with the default weight of 1.0 would be 3.
      • Stock is also determined by overall progression. Certain directives (Quests) or just general advancements may unlock different stock for different vendors.
      • Prices are relatively static. This might change, but I wouldn't count on it.

 


General Changes & Additions:

  • Invitation item added. Not functional.
  • Anchor fast travel menus added. (Fast travel system is still unfinished. Menus can be pulled up via command though)
  • Malachi added (Censored form)
  • Advancement added for TtDT
  • PDA entry for Apocalypse added

 


 

Hey guys.

Finally got this done.

Changelog is 100% missing some stuff. 

Most of this update is basically a massive preparation for v0.1.0. Major systems, refining the visuals / mechanics in old systems, etc. 

The new zone system is a perfect example of this. This is the primary thing that will be behind the building in this mod. It allows me to do almost anything in these set zones. Prevent block breaking, toggle PvP, play music dynamically. All of that stuff. 

Meaning, while you might see it a lot for random buildings just to set the mood, it can also be used for boss arenas. 

Now, the Cognition/Card system. This is the major progression I've been wanting to add for a while. While gear, E.G.O., and whatever is good, there wasn't really anything for large-scale overall progression. This is that.

Don't expect these cards to be finished ANYTIME soon. The final version will have around 400 to 500 cards that all need effects and art. That is going to take FOREVER. 

The rest of this update is pretty self-explanatory. Just a bunch of systems, like I said. 

I've been making this new additions work on a dedicated server btw. So, maybe this mod will work on servers soon. There is just a bunch of older things that still don't work on servers that is preventing that. I'll fix it eventually. Low priority for now.

Anyways. This changelog is long enough.

See you guys next update.