Scape and Run: Parasites

Add more dangerous mobs (type monster Parasite-themed) to your world

File Details

SRP v 1.9.0 A 2

  • A
  • Aug 11, 2021
  • 8.43 MB
  • 77.9K
  • 1.12.2
  • Forge

File Name

SRParasites-1.12.2v1.9.0ALPHA18.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:scape-and-run-parasites-348025:3421916")
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Changelog 1.9.0 (Alpha 18)

 

Fixed -io.netty.handler.codec.EncoderException: java.lang.RuntimeException: Undefined discriminator for message type com.dhanantry.scapeandrunparasites.network.SRPPacket in channel SRParasites
-(client-side crashes related to the extra hitboxes, living scythe attack, biome block spreading, particle spawning, multiplayer only)

 

Fixed flying Carriers spawning at phase 0 (now they will spawn with Primitives versions)
Fixed configuration options not working for the Light Bombers
Fixed configuration options not affecting attribute values of new mobs
Fixed Beckon block infestation cooldown
Fixed sapling blocks generating undergrown when a biome is spreading
Fixed Armor Stand transforming into an incomplete form
Fixed Walking Heads not spawning when assimilated versions are killed
Fixed Evolution Phases not going to phase 7 and beyond
Fixed Sentry animation
Fixed Beckon Stage IV crashing the game if one of the Primitives is disable in the config file

Fixed Adaptation always working if the parasite is burning:
-Now if they fail the adaptation due to fire, there will be a window of 10 ticks and in those ticks a parasite cannot learn any damage

 

Fixed lang issues (Horse name, Pods, effects)
Fixed blindness effect not working in the Parasite Biome
Fixed mobs dropping loot when gamerule domobloot is false
Fixed Vigilante tendrils**
Fixed Beckon Stage IV not able to upgrade Primitive Manducater
Fixed loottables not working for the following mobs:
-Host
-Assimilated Bear
-Assimilated Enderman
-Grunt
-Marauder
-Light Bomber
-Adapted Bolster

 

Changed models for the following mobs:
-Ancient Overlord (WIP)
-Adapted Summoner (WIP)
-Warden (again)
-Kyphosis (WIP)

 

Added the following mobs (WIP):
-Host (WIP, it counts as an assimilated version, missing AI, texture)
-Assimilated Bear (WIP)
-Assimilated Enderman (WIP, missing model, AI)
-Marauder (WIP, pure version)
-Walking Head (Human)
-Grunt (WIP, pure version)

 

Living/Sentient Scythe will apply bleeding to targets
Kyphosis and Sentry will not be pushed by water anymore and changed particle effects (when spawning)
Beckon growth will not be affected by light level
Changed "Reinforcement System Block Light Level" default value from 7 to 15
Beckons will grow very slow in all Evolution Phases
Beckons will only spawn on Infested Blocks (stage >=2) if the light level is 7 or below
Heavy Carriers will spawn with Adapted versions in Evolution Phases
Beckons can now adapt to damage types and have damage cap
Kyphosis and Sentry can now adapt to damage types and have damage cap
The "Phase Assimilation Stop Hiding" option will also enable parasite attacking villagers again
Rupter will now leap at its target
Tweaked animation for the Beckon Stage IV
More configuration options:
-You can now disable not sleeping if playing with Evolution Phases
-Follow Range for Assimilated, Primitive, Adapted, Pure, Ancient versions
-You can disable lighting bolts spawned by the mod
-Adaptation, chance of failure to learn a type of damage if its on fire
--Now if they fail the adaptation due to fire, there will be a window of 10 ticks and in those ticks a parasite cannot learn any damage

 

Added growl, hust, death sounds for the following parasites:
-Beckon Stage I
-Beckon Stage II
-Beckon Stage III
-Overseer
-Sentry (plus shooting sound)

 

Changed/tweaked texture for the following mobs:
-Walking Head (Human) (WIP)
-Adapted Summoner (WIP)
-Marauder (WIP)
-Grunt (WIP)
-Assimilated Horse

 

Changed Parasite biome name to "Parasite Biome"
Breaking tendrils will now make the parasite bleed
Tweaked Assimilated Horse Animations and its walking head
Now a sound will be played when a Beckon Stage III goes to Stage IV
Added sound effect for reaching an Evolution phase
Added tendril hitboxes to the Adaped Summoner
Removed sounds for the Adapted Summoner and the Overlord
Sentry and Kyphosis will only spawn from Stage III Infested Dirt
Sentry and Kyphosis will now spawn from Parasite Dirt (only if that block is located in a Parasite Biome)**
Sentry and Kyphosis will now be considered "Deterrent"
Living Flesh can now gain Evolution Phase Points by spawning mobs
Removed Adapted Bolster tentacle pull ability
Improved tendril logic for Adapted and Pure versions
Added a new entity: Tendril - when you break a tendril now it will spawn a tendril
Added NBT tags for Beckon growth
Added new weapon: Sentient Greataxe, will apply slowness to targets
Added Russian translation - Credit: CrazyPlayer#1509
Decreased range/attack value for the Living Scythe
Added Italian and spanish translations - Credit: LoneGuy#0376 and Robert 25#4832**
Increased attack range for the following parasites:
-Adapted Bolster
-Adapted Longarms

 

The following parasites will have an AOE melee attack:
-Marauder
-Adapted Bolster
-Adapted Longarms
-Warden
-Primitive Longarms

 

Added 2 potion effects:
-corrosive: will reduce your armor value
-viral: will reduce your health value

 

Added attack animations for the following parasites:
-Marauder
-Adapted Bolster
-Adapted Longarms
-Warden
-Primitive Longarms

 

Added 2 more phases to Evolution Phases:**

-Old

-> Phase 0 " Points: 0
-Buglins spawn naturally"
"
-> Phase 1: " Points: 100
-Rupters spawn naturally" (***)
-Animals and mobs infected with COTH will not mutate unless forced to low health"
"
-> Phase 2 " Points: 1,500
-Rupters will now attack as normal
-Assimilated versions spawn naturally" (***)
-Reinforcement system is unlocked (0.02)" (***)
-Beckons will not grow to Stage II and beyond"
"
-> Phase 3: " Points: 20,000
-Primitive versions spawn naturally" (***)
-Reinforcement system chance increased (0.045)"
-The passive point gaining is now active (0.05)"
-COTH hidden mobs are now dropping their disguise"
-Beckons will ignore summoning cooldown when spawning"
-Beckons will not grow to Stage III and beyond" (***)
"
-> Phase 4: " Points: 250,000
-Adapted versions spawn naturally" (***)
-Assimilated versions and lower tier parasites will stop spawning naturally"
-Reinforcement system chance increased (0.05)"
-Passive point gaining recieves a massive buff (0.1)"
-Mobs have a moderate chance to spawn with COTH now (0.2)"
-Players can't sleep anymore"
-Beckons will not grow to Stage IV"
"
-> Phase 5: " Points: 3,000,000
-Nodes now unlocked"
-Colonies now unlocked"
-Spawned mobs are now afflicted by COTH (0.5)"
-Passive point gaining recieves a massive buff (0.15)"
-Crop growth is now stunted (by 0.1)"
"
-> Phase 6: " Points: 50,000,000
-Reinforcement system chance increased (0.06)"
-Passive point gaining recieves a massive buff (0.2)"
-Ancient versions spawn naturally"
-Spawned mobs are now afflicted by COTH (0.8)"
-Crop growth is now stunted (by 0.3)"
"

-New

-> Phase 0 " Points: 0
-Buglins spawn naturally"
"
-> Phase 1: " Points: 50
-Rupters spawn naturally, with a hit and run behavior" (***)
-Animals and mobs infected with COTH will not mutate unless forced to low health"
"
-> Phase 2 " Points: 100
-Assimilated versions spawn naturally" (***)
-Rupters will now attack as normal
-COTH hidden mobs are now dropping their disguise"
-Flesh merging system is now unlocked, but weaker (missing)
E.g more kills, time, and parasites needed"
"
-> Phase 3 " Points: 1,000
-Flesh merging system now fully unlocked, works normally like now" (missing)
-Reinforcement system is unlocked (0.02)" (***)
-Beckons will slowly grow to Stage II and beyond"
-The passive point gaining is now active (0.05)"
"
-> Phase 4: " Points: 100,000
-Primitive versions spawn naturally" (***)
-Normal growth to Beckons Stage II, but will slowly grow to Stage III and beyond" (***)
-Flesh merging system now with bonus, can spawn x2 primitives in one go (missing)
-Passive point gaining recieves a buff to the number gaining (0.075)"
-Reinforcement system chance increased (0.03)"
"
-> Phase 5: " Points: 1,000,000
-Passive point gaining recieves a buff to the number gaining (0.1)"
-Players can't sleep anymore"
-Normal growth to Beckons Stage III but will slowly grow to Stage IV" (***)
-Nodes now unlocked"
-Beckons will ignore summoning cooldown when spawning"
-Reinforcement system chance increased (0.04)"
"
-> Phase 6 " Points: 30,000,000
-Normal growth to Beckons Stage IV
-Passive point gaining recieves a buff to the number gaining (0.15)"
-Assimilated versions and lower tier parasites will stop spawning naturally"
-Colonies now unlocked"
-Adapted versions spawn naturally" (***)
-Mobs have a chance to spawn with COTH now (0.2)"
-Crop growth is now partially stunted (by 0.1)"
-Reinforcement system chance increased (0.05)"
"
-> Phase 7: " Points: 100,000,000
-Primitive versions and lower tier parasites will stop spawning naturally"
-Pure versions spawn naturally" (***)
-Parasites will ignore sunlight when spawning naturally"
-Swimming causes COTH (missing)
-Chance for a mob to spawn with COTH increased (0.4)"
-Passive point gaining recieves a buff to the number gaining (0.25)"
-Crop growth is now partially stunted. (by 0.3)"
-Reinforcement system chance increased (0.07)"
"
-> Phase 8: " Points: 600,000,000
-Ancient versions spawn naturally"
-Passive point gaining recieves a buff to the number gaining (0.35)"
-Chance for a mob to spawn with COTH increased (0.8)"
-Crop growth is now partially stunted. (0.6)"
-Reinforcement system chance increased (0.09)"
"
(***) = New lure component unlocked