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SRP&Wizardry InsaneTweaks

A bridge mod unifying Electroblob's Wizardry, Scape and run: Parasites and Spartan Weaponry, into my Battlemage late-game fantasy, Custom Gears, Spells, Skills, Bauble Fruits + few other things/tweaks
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insanetweaks-1.13.1.jar

File nameinsanetweaks-1.13.1.jar
Uploader
IsuthIsuth
Uploaded
Aug 7, 2026
Downloads
34
Size
2.5 MB
Mod Loaders
Forge
File ID
8592262
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:srpwizardry-insanetweaks-1495715:8592262")

Learn more about Curse Maven

What's new

SRP&Wizardry InsaneTweaks 1.13.1 Everything from 1.9.5 to 1.13.1 in one release. Read this before you update. The Reskillable trait integration is no longer in this mod — it is a separate download, Reskill Tweaks. If your pack has Reskillable, install Reskill Tweaks at the same time as this update. Not afterwards. The twenty traits are still registered under exactly the same ids, but only by Reskill Tweaks. Install it and nothing is lost. Skip it and Reskillable quietly drops every unlock it can no longer resolve — no exception, no Forge missing-registry screen, and the skill points are not returned. Per player, at the moment their character data loads, with no repair afterwards. This release puts a screen in front of the main menu when that is about to happen, and copies your old traits and scarredflesh settings out into a ready-made reskilltweaks.cfg. If your pack has no Reskillable, none of this affects you. *** ## Fixed: three ways this mod refused to start *On plain Forge* (1.12.0) — with MixinBooter rather than Cleanroom, the start died with DuplicateModsFoundException. The jar declared mixin configs without declaring itself a coremod, so Forge found the same file twice. It now declares itself one. Without Reskillable (1.13.0) — a server without it died a minute into loading with TypeNotPresentException, from inside registration. A Reskillable type stood in a method signature, and Forge resolves those before any isModLoaded check in the body can run. 1.12.1 stopped the crash by making Reskillable required; 1.13.0 does it properly by moving the traits into their own jar. Reskillable is optional again. Without Better Survival (1.13.1) — same shape: the parasite nunchaku extends a class from that mod. The registration gate was already correct and could not physically work, because the bytecode verifier loads the class at link time. Fixed at the source. Better Survival is optional again too. Confirmed on a clean instance: the game reaches the menu with neither mod installed. *** ## New: Dragonsteel and parasite nunchaku (1.10.0 – 1.11.0) Two weapon lines extending Better Survival's nunchaku, both off-switchable. *Dragonsteel nunchaku* — three weapons with their own recipes, models and dragonsteel textures. Parasite nunchaku — Living and Sentient variants that count parasite kills and evolve, applying Bleeding and Indeaf with a per-target cooldown. modules.* gates registration (off removes the weapon from the world), gear.availability.* gates recipe and creative tab only — the save-safe switch. ## Sanctuary: three fixes to the parasite guard (1.9.13 – 1.9.15) Parasites arriving by any route are vetoed now, not just natural spawns — SRP places most of its parasites through a path the dome was not watching. Measured: a tier-4 dome reported 307 parasites in zone with the veto on and not one veto line in the log. Call of the Hive is refused inside a dome, and infections in progress are cured through SRP's own code path. 1.9.15 fixes a mistake in 1.9.14: the cure wrote a permanent immunity tag, and the same code ran for players — one step inside a dome made you immune to Call of the Hive for the rest of the save. It is temporary now, re-applied every tick while you are sheltered. ## Mmmm: a second tier and a carrier guard (1.9.11) Two tiers by default instead of one that filled the hunger bar outright. The new guard watches every route 1.12.2 exposes — eating, pickup, toss, anvil — and either restores the original food or strips the enchantment, so rot never becomes an enchanted trophy. It cannot be complete: there is no "item transformed in place" event, which is what its logging is for. ## Smaller things * Enchantment ids read as int, not short (1.9.12) — hardening against JustEnoughIDs. * Cleanse classifies effects with the right test. * Performance (1.9.9 – 1.9.10) — trait checks resolve once, Spider's Grace stopped reflecting per tick, parasite type checks stopped walking the class chain, Sanctuary world data resolves once per dimension. * Traits reworked in this range — Iron Stomach, Astral Prospector, Assimilated Warfare, Effect Twist — now live in Reskill Tweaks. *** ## Compatibility *Minecraft 1.12.2 / Forge*, with *MixinBooter* or Cleanroom. Required: Electroblob's Wizardry, Ancient Spellcraft, Spartan Weaponry, Scape and Run: Parasites. Reskillable, Better Survival and Corail Tombstone are all optional now. Companion mods, all optional and independent: Reskill Tweaks, SRP&Wiz Core, SRP&WIZ Mixins, CTombstone-Tweaks.

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