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Scape and Run: Parasites

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

File Details

SRP v 1.9.0

  • B
  • Oct 21, 2021
  • 8.41 MB
  • 13.2K
  • 1.12.2
  • Forge

File Name

SRParasites-1.12.2v1.9.0.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:scape-and-run-parasites-348025:3497773")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changelog
From 1.8.2 to 1.9.0

NOTE: Advice to delete your old config

 

===============================Fixes:

Config option which prevent parasites from spawning in the first day and instead of reading days it will read it in ticks
Parasite damage taken from fire sources
Beckon models not loading when the Reinforcement System is turned off
Beckons always infesting the block below
Assimilated Villager and pig loot tables not working
All adapted parasites loot table
Fixed Dreadnaut targeting player when player is in creative mode
Fixed Manducater not going invisible
Buglin localized name
Adapted Yelloweye melee damage capped at 1
Crash caused by spawning Kyphosis/Sentry from Infested Dirt when they're disabled
Flying parasites not flying if spawned by commands
Moving Flesh causing other parasites to kill other Moving Flesh
Fixed mobs dropping loot when gamerule domobloot is false
Fixed "KD" typo at the config file

 

===============================General:

Living/Sentient Scythe will apply bleeding to targets
Decreased range/attack value for the Living Scythe
Changed creative tab label text to "Scape & Run: Parasites"
Changed registry name for all the parasites and for the Infested Block
Changed textures for some of the items - Credit: Vinni#6248, https://twitter.com/VinniSauce
Added Portuguese lang file - Credit: JohnySilverHand
Added Italian and spanish translations - Credit: LoneGuy#0376 and Robert 25#4832
Added Russian translation - Credit: CrazyPlayer#1509
Added Living/Sentient Greataxe and Sentient Scythe/Greatbow

Added Dirty Clock

 

===============================Config:

Renamed mob category to match their registry name if available
Changed default block blacklist for Beckon infestation
Changed reinforcement system max block hardness default value
Changed Sentry gear degrade from 0.7 to 0.1

Added a new Category in the confg file called "parasite_properties" and moved the following options from General to there:
-Killcount Plus
-Kills for Adapted Stage
-Kills for Primitive Stage
-Mob Adapted Despawn
-Mob Ancient Despawn
-Mob Attacking
-Mob Fire Damage Multiplier
-Mob Infected Despawn
-Mob Primitive Despawn
-Mobs with griefing blocks black list
-Mobs with new griefing task
-Version Adapted Damage Cap
-Version Ancient Damage Cap
-Version Infected Damage Cap
-Version Primitive Damage Cap

 

===============================Entities:

Base default values:
Yelloweye
-Health from 15 to 30
-Range damage from 4 to 5
Manducater
-Health from 18 to 30
-Damage from 8 to 12
-Attack mult from 2 to 1.5
-Adapted attack mult from 3 to 2
Summoner
-Health from 35 to 40
-Damage from 10 to 15
Reeker
-Health from 20 to 40
-Damage from 10 to 12
-Adapted health from 35 to 50
-Adapted damage from 18 to 20

Added the following mobs:
-Host
-Incomplete Form (Medium)
-Incomplete Form (Small)
-Assimilated Horse
-Assimilated Horse Head
-Assimilated Adventurer
-Assimilated Enderman
-Assimilated Bear
-Overseer
-Primitive Arachnida
-Adapted Arachnida
-Beckon Stage IV
-Light Bomber
-Grunt
-Human Walking Head
-Marauder

Added the following entities:

-Gore
-Tendril

-Biomass

Added more hitboxes for the following entities:
-Adapted Bolster
-Adapted Longarms
-Adapted Reeker
-Adapted Summoner

Changed Model for the following entities:
-Adapted Bolster
-Adapted Summoner
-Kyphosis

Primitive, Adapted, Pure and Ancient version can now adapt to damage types:
-You can chamge more of this mechanic at "parasite_properties"
-To remove their resistances, you can either throw them a new potion (antimall) or hit their tendrils, if available

Each time a parasite burst in death a lingering cloud will spawn which will apply the following effects:
-Poison
-COTH

The following mobs will have a custom swimming AI:
-Sim Human
-Sim Villager
-Prim Reeker
-Prim Manducater
-Prim Arachnida
-Prim Summoner
-Prim Longarms
-Ada Reeker
-Ada Manducater
-Ada Arachnida
-Ada Summoner
-Ada Longarms
-Warden

The following mobs will have custom leap attack when they're in water:
-Sim Human
-Sim Villager
-Prim Reeker
-Prim Manducater
-Prim Arachnida
-Prim Longarms
-Ada Reeker
-Ada Manducater
-Ada Arachnida
-Ada Summoner
-Ada Longarms
-Warden

Parasites will apply Fear effect on sight
-Assimilated verions - 0
-Primitive versions - 1
-Adapted, Pure versions - 2
-Ancient versions - 3

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

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

Increased attack range for the following parasites:
-Adapted Bolster
-Adapted Longarms

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

Parasites will no longer enter boats and minecarts
Rupter will now leap at its target
Kyphosis and Sentry can now adapt to damage types and have damage cap
Beckons can now adapt to damage types and have damage cap
Changed default spawnweights for Adapted Versions
Sentry and Kyphosis will only spawn from Stage III Infested Dirt
Sentry and Kyphosis will now be considered "Deterrent"
Removed Adapted Bolster tentacle pull ability
Added NBT tag for Beckon growth
Added boss bar to the Dreadnaut, Overlord (you need to hit it in order to see it)
Overlord hitbox size increased
Beckon SI and SII hitbox height decreased
Beckons/Sentry/Kyphosis will no longer attack while leaving the ground
Added particle effects for Beckons in their attack posture
Manducaters will lose their invisibility each time they attack
Parasites are now immune to Viral and Corrosive effects
Rupter follow range from 16 to 32
Tweaked melee range for Adapted Yelloweye
Parasites will make small leap to targets when they're in water
Carriers will always release minions when killed (you can prevent this killing it with fire)
Added nbt tag for the Buglin grow
Infected versions are now called Assimilated versions
Assimilated versions can now copy their original host if available
The Warden, the Flying Summoner and the Vigilante are now considered "Pure versions"
Beckon, Sentry and Kyphosis will not be pushed by water
Beckons will not look around
Changed particles spawned by Beckons when emerging from the ground
Improved the Block Griefing task, they will not dig down too much and if you are below them, they will start to dig
Removed Infected Alafha from the mod
Heavy/Flying Carriers will now release its minion on death unless it is on fire
Explotions from Carriers will apply Viral

 

===============================Reinforcement System:

Beckon infestation, now for a block to spread, the block stage needs to find a Beckon and that Beckon stage needs to be equal to or greater than the block stage
Changed texture for the Infested Block
Changed Registry name for the Infested Block
Added Infested Wood and Infested Stone
Stone and wood can be infested by Beckons
Residue blocks will not spawn Beckons if there is one nearby
Beckons Stage III will now try to place Colonies
Infested Block Residue will now apply COTH effect when walked by it
Removed an Infested Block Variant
Added new throwable for clearing infested blocks

 

===============================Colonies

Added a feature called Colonies
When parasites have Colonies, they can build more stronger units to fight, when a parasite spawns these values will be affected:
-Health
-Armor
-Damage
-KnockBack Resistance
-Damage Cap

 

===============================Biomes

Added Parasite Biome:
-Parasites will not care about daylight and spawn naturally
-Non-parasites entities will have a healing penalty inside the biome
-You can use Purifiers to remove the biome (this will not remove placed blocks)

Added a feature called Nodes
-Stage IV will create nodes
-A node will spread the Parasite Biome in the world
-Nodes will prevent grow of crops and trees
-Mobs spawned within the effect range of the node will have the COTH effect

 

===============================Evolution Phases

Added a feature called Evolution Phases

If Evolution Phases is true, the current phase will dictate if a parasite can spawn naturally
in the world and by reaching some phases, they will unlock some bonuses, the intention is to give the feeling
that these parasites as a Faction are growing
*Spawnrates are not affected by the Phases

 

-> Phase 0: - Points required: 0"
-Buglins spawn naturally"
"
-> Phase 1: - Points required: 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 required: 100"
-Assimilated versions spawn naturally"
-Rupters will now attack as normal"
"
-> Phase 3: - Points required: 1,000"
-Reinforcement system is unlocked"
-Beckons will slowly grow to Stage II and beyond"
-The passive point gaining is now active"
-Mobs with COTH will stop dropping loot"
"
-> Phase 4: - Points required: 100,000"
-Primitive versions spawn naturally"
-Normal growth to Beckons Stage II, but will slowly grow to Stage III"
-Passive point gaining recieves a buff to the number gaining"
-Reinforcement system chance increased"
-Colonies now unlocked"
-Buglins will stop spawning naturally"
-No more fishing"
"
-> Phase 5: - Points required: 1,000,000"
-Passive point gaining recieves a buff to the number gaining"
-Players can't sleep anymore"
-Normal growth to Beckons Stage III but will slowly grow to Stage IV"
-Nodes now unlocked"
-COTH hidden mobs are now dropping their disguise"
-Beckons will ignore summoning cooldown when spawning"
-Reinforcement system chance increased"
"
-> Phase 6: - Points required: 30,000,000"
-Normal growth to Beckons Stage IV"
-Passive point gaining recieves a buff to the number gaining"
-Assimilated versions and lower tier parasites will stop spawning naturally"
-Adapted versions spawn naturally"
-Mobs have a chance to spawn with COTH now"
-Crop growth is now partially stunted"
-Reinforcement system chance increased"
"
-> Phase 7: - Points required: 100,000,000"
-Primitive versions and lower tier parasites will stop spawning naturally"
-Pure versions spawn naturally"
-Chance for a mob to spawn with COTH increased"
-Passive point gaining recieves a buff to the number gaining"
-Crop growth is now partially stunted"
-Reinforcement system chance increased"
-Parasites will ignore sunlight when spawning naturally"
"
-> Phase 8: - Points required: 600,000,000"
-Ancient versions spawn naturally"
-Passive point gaining recieves a buff to the number gaining"
-Chance for a mob to spawn with COTH increased"
-Crop growth is now partially stunted"
-Reinforcement system chance increased"

 

By default, a world starts with an Evolution Phase of 0
To reach a Phase, parasites need to gain points by:
-Killing other mobs
-Assimilating other mobs
-Infesting Blocks

 

===============================Statue Effects

Added Call Of The Hive Effect:
-With amplifier 0:
--The effect will be reapplied when the duration is coming to an end with an amplifier of 1

-With amplifier 1:
--The effect will spread to mobs around the victim with an amplifier of 0
--If the victims health is low enough, it will try to transform into an incomplete form
--The effect will be reapplied when the duration is coming to an end with an amplifier of 2

-With amplifier >= 2:
--The effect will spread to mobs around the victim with an amplifier of 0
--If the victims health is low enough, it will try to transform into the assimilated version if available, if not
an incomplete version will take its place
--The effect will be reapplied when the duration is coming to an end with an amplifier of 2

 

Added Fear effect:
-You will receive more falling damage with this effect
-This effect have a chance to cancel the following interactions:
--With amplifier >= 1 - items
--With amplifier >= 2 - blocks
--With amplifier >= 3 - gui

 

Added Bleeding Effect:
-Similar to poison, you will take damage, but if you move, the damage will multiply

 

Added Camouflage Effect:
-If an entity has this effect, it will be more difficult for it to become infected with COTH
-Rupters and COTH clouds will ignore this

 

Added corrosive Effect:
-Will reduce your armor value

 

Added viral Effect:
-Will reduce your health value

 

Added Enraged Effect:
-Increase speed and damage

 

===============================To be improved in 1.9.0+

-Colonies
-Biome
-Ancient versions
-Assimilated Adventurer
-Incomplete forms
-Beckon infestation/biome block conversion
-Sound effects
-Lure/Purifier Blocks
-Textures

 

===============================

Special thanks to Bliketod for the incredible support on Ko-Fi!!!