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Scape and Run Parasites Addon: Cotesia Glomerata

Become a parasite, and die like one too.

File Details

Beta 1.1.3 Hotfix 1

  • B
  • Jun 4, 2024
  • 1.38 MB
  • 306
  • 1.12.2
  • Forge

File Name

srpcotesia-1.12.2-1.1.3h1.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:srp-addon-cotesia-glomerata-971348:5396797")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

What's a hotfix?

Changes

- Moved the Colony distance requirement to Factory Behavior, from the Factory's entry in mobs.
- The requirement can also be turned off now.

- The "Missing Colony" text should no longer overlap with the Retrieve biomass text in the UI.

- The Fall Resistance config option now affects any damage that uses the same source as fall. It also reduces Elytra Collision Damage.
- This differs from standard parasite fall resistance a little bit.
- This is done via an inverse fall distance calculation based on the damage taken. So

- Renamed the Targetting Expansion category in the config to Mod Compatiblity.
- I'd advise checking that category if you made any changes to Targetting Expansion, such as disabling the Lycanites Mobs compatibility (for some reason)

- Fixed Realistic Torches incorrect item ids in the Item Trades.

- Fixed spontaneous targetting issues. It now requires both the player and target to be visible to the parasite.

- Alerting other parasites now works a bit differently.
- Attacking a mob that has Embolism will not cause parasites to attack it, provided it isn't fighting back.
- Parasites will retain their current attack target provided you are not actively harming or being harmed by the enemy.
- If you are, they will switch attack targets.

- A new entry has been added to the guidebook to explain targeting behavior more thoroughly.

- Embolism now halves movement speed for its duration. This slowdown is stronger the higher the amplifier.

- Fixed Epic Siege Mod causing parasite player following AI to break.
- I have also included a fix for general parasite following AI, since that broke too.

- Fixed Epic Siege Mod griefing and digging AI causing parasites to break blocks regardless of Phasing.
- Griefing AI will not target parasitic light sources. This can be reenabled in the config if that's what you want, for some reason.

- Also added a check to Epic Siege's targeting AI if it ever somehow gets applied to a parasite. This can be restricted to Parasite Players if one so desires, but I doubt it will have much impact regardless.

- Fire no longer allows block breaking in range of a Dendritus.

- The UI can now be shifted up or to the right (in units of pixels) via the config.

Config Changes

- Renamed Targetting Expansion to Mod Compatiblity, some descriptions have changed.

- Mod Compatibility - Epic Siege Targeting Module - Enables the Epic Siege Targeting AI modification, preventing parasites from being targeted by parasites using Epic Siege AI.

- Mod Compatibility - Epic Siege Targeting Fix Players Only - Restricts the Epic Siege Targeting AI modification to only exempt parasite players, not other parasites. Disabled by default.

- Mod Compatibility - Epic Siege Griefing Module - Enables Epic Siege Griefing AI modification.

- Mod Compatibility - Epic Siege Griefing Cotesia Blocks - Allows parasites to passively grief parasitic blocks from this mod, such as Gloom Torches. Disabled by default since that goes against the point of those blocks.

- Mod Compatibility - Epic Siege Digging Module - Enables Epic Siege Digging AI modification.

- Factory Behavior - Item Trades - realistictorches:lit_torch to realistictorches:torch_lit
realistictorches:unlit_torch to realistictorches:torch_unlit

- Client - Overlay Rightward Shift & Overlay Upward Shift - Shifts the Parasite Player overlay UI up and to the right. Units are pixels, so it may look different at different UI scales. Negative values are possible, but not recommended.

- Factory Behavior - Colony Requirement - Whether Pre-eminent or higher-tier Factories need an active Colony to produce parasites.

== Mobs

- Moved Minimum Colony Distance from Factory to Factory Behavior.


== 1.1.3 Changelog ==
Procrastination

Changes

- The mod will no longer launch on SRP v1.9.20 or below. It will mention the requisite version needed on launch, but it won't go any farther.

- Added Ink Sacs to the Assimilated Squid extra drops.

- Parasite Players can use Glass Bottles obtain Dragon's Breath from Toxic Clouds generated by the Assimilated Ender Dragon and its severed head.
- This works just like getting Dragon's Breath from a normal Ender Dragon cloud.

- Parasite Players can no longer attack parasite weak points. No clue how I missed this.

- Dirty Needles no longer work on Enhanced Mobs, or mobs that are permanently COTH immune, such as Skeletons.

- SRP's COTH resistance is now synced from server to client, in most cases.
- This means the COTH particles will no longer render for COTH immune mobs, such as Skeletons or Creepers.

- Fixed biomass being wasted if an invalid extra drop config was used. This should also remove the log spam.

- Making parasite drops with a Factory no longer requires doMobLoot to be true.
- This can be reenabled, if you desire.

- Fixed the Maul and Scythe harming parasites if you are a parasite.

- Fixed Beckons spawned by Stage IV Beckons not inheriting the Factory-Spawned tag.

- Fixed Phase Boosters not working if they were set to apply globally in the configs.

- The Assimilated Squid and Assimilated Ender Dragon Factories can no longer receive the Breaching enchantment. No clue how those got in there.

- Wells will no longer spawn in The End

- The damage calculation for Parasite Players has been tweaked to better match other parasites.
- If a Parasite Player somehow becomes immune to fire (This is the immunity that entities like Blazes have, NOT the Fire Resistance effect or related phenomena), onFire and inFire will be cancelled.
- This is likely to never actually happen. If it somehow does, though, there you go.
- Attacks will only be counted as fire damage if the source was onFire or inFire, like with other parasites.
- Damage should now be tripled if it severs a parasite player's secondary head. This does not affect absorption hearts.
- The general ordering of calculating inhibitors such as Adaptations and the Damage cap now match other parasites much more closely.

- From here, I'm going to be Pivoting the conversation from bugfixes.

- Raised the Factory's enchantability to 12.

- The Living and Sentient Pick-axe now harvest cobwebs, bushes, crops, and vines at 20x the tool's efficiency.
- The Sentient Pick-axe now harvests parasitic blocks at 8x the speed, as opposed to the Living Pick-axe's mere 2x speed.
- They also no longer consume durability when mining such blocks, as well as any parasitic block in general.
- The Chitin mining speed bonus is now 16x/8x for the Sentient and Living Pick-axe, respectively.

- Parasites will now automatically attack any mob that is targetting a Parasite Player and gets any closer than 30 blocks.
- This will only work if you are above or at their Tier (or you made them), you are visible to the parasite, and if you are not hiding.
- It may take them a second to catch on, though.

- Throwing has been renamed to Augment: Throwing. This doesn't affect its id, though.

- New Enchantment: Dense Tissue
- Raises maximum HP for spawned parasites by 20% per level. Maxes out at level V (5), the resulting parasite will have double max hp.
- Also affects the Factory itself, raising its HP. Only really impactful for high tier Factories, though.
- This enchantment has a rarity of Uncommon.

- New Enchantment: Rarefaction
- Causes The Masticator to occasionally not consume a Fetid Canister.
- The chance increases by 10% per level, up to 50%
- This enchantment has a rarity of Very Rare

- New Treasure Enchantment: Augment: Acid Bath
- Massively increases the size and damage of the Wraith Nade.
- 15x the radius/fuse time, and 6x the damage. Also multiplies the Minimum Damage.
- Larger nades generally take much longer to deploy
- The Nade model is scaled by 1.5x for these nades, to accurately convey their size to the player.
- The Nade will also not collide with blocks. It will instead only fall for a full second, then it will float.
- This enchantment has a rarity of Very Rare, not that it matters.

- Factories of the same bound parasite (or both unbound) can now be combined in an anvil. Doing so will combine their enchantments like any other tool.
- Factories will also now retain their anvil repair cost when placed and picked back up.
- Note that I didn't mention Tier at all. Factories of different tiers can be merged, the one in the left slot determines the tier of the resulting factory.
- Don't forget: you can change a factory's tier by binding it to a parasite of the desired tier.

- Enchanted Factories now have the enchantment glint render for their bound parasite's spawn item.
- Additionally, the custom glint now renders on the itemized Factory itself, as if it were placed.

- The custom Enchantment Glint for Factories can now be disabled, if desired. The option is client sided.
- This also includes the glint on the spawn item.

- Parasite Players can now see invisible parasites. They will be partially transparent.

- Following AI for Flying Parasites has been improved.
- Flying parasites will attempt to maintain their elevation unless they cannot see the player.
- This DOES NOT apply to the Macabre Pearl's teleportation. While the logic is affected, the parasite will always be teleported to the player's position.
- Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.
- They usually won't teleport to you unless you are in a more closed environment.

- The other Preeminents now have increased fuse times, they are all increased by 4000 ticks now

- The Masticator now deals 8 bouts of Minimum Damage each time it attacks an entity, in a single tick, every four ticks.
- In other words, I have octupled its damage, and that damage is True Damage.

Clarifications

- The Vagrant Divining Rod is repaired with Altered Tendons.

- The Living Pickaxe requires Toxic Lungs to repair, not Altered Tendons.

Config Changes

- Well Settings - Dimension Blacklist - Added "1", or The End.

- Client - Render Factory Entity Glint - Whether a Factory will render the custom Enchantment Glint when placed.

- Client - Render Factory Item Glint - Whether a Factory will render the custom Enchantment Glint if it is an item.

- Client - Render Factory Spawn Item Glint - Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.

- Biomass - Parasite Cost Settings - "srparasites:wraith|5|640|4000",
"srparasites:bomber_heavy|5|640|4000",
"srparasites:carrier_colony|5|640|4000",

- Enchantment - New Categories: Dense Tissue, Rarefaction, and Acid Bath.

- Factory Behavior - Extra Parasite Drops - added "srparasites:sim_squid+minecraft:dye;50;2;false"

- Factory Behavior - doMobLoot For Drops - Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.