This modpack is quite complicated so you'll probably be coming here for help often:
Create New World -> More World Options -> World Type -> World Type: Lost Cities -> Customize
You can become a parasite, weakness to fire and splitting headache included. You can also hide and unhide, but you'll lose your chestplate slot if you aren't hiding.
- Hiding will prevent mobs that target parasites from targetting you. The inverse is also true: If you look like a parasite, they'll kill you like one too!
- You receive effects from Orbs as if you were a parasite.
- Mobs that normally target players but don't target parasites will still target you. Your new body hasn't obscured your rotten soul.
- Parasites will attack whatever you hit, or whatever hits you, given they can see you.
- They may even strike preemtively if the enemy is targetting you.
- Preventing the damage, usually through a Shield, will still cause them to attack.
- Your head can be severed using a strong sword hit, wiping your Adaptations and giving several debuffs.
- Decapitation only has a 60% chance to proc, but that can be configured.
- If you are burning (and don't have Fire Resistance), ANY sword hit can do this.
For Vagrants, Parasite Drops are obtained using Factories. That means you, presumeably.
The Factory:
Its Tier is determined on creation. If you want a stronger one, advance to a higher tier, then create it. You can turn it back into biomass by sneak right clicking while holding it (This will unbind it instead, if it is bound).
A Buglin Factory can always be crafted from an existing Factory.
Stores biomass, and can create parasites with it. Also has an item form, and can be created with its corresponding key (will cost 10 biomass by default, your health can be used as currency if you don't have enough). Holding SHIFT while hovering over the item will show a not-so-brief overview of its functionality. This can be disabled.
- Adding to that, parasites will remember what they used to be when evolving via natural means, so you can't farm biomass by just spawning a bunch of Rupters and waiting for Manglers. The extra is taxed.
Parasites created by factories will attribute kills to their creator, or the nearest parasite player if they can't remember, and cannot be stored by Dispatchers. They additionally cannot contribute points via the Merge System, or by despawning.
Factories will spawn parasites at the position of whatever they are targetting, if possible. You'll know if its willing based on it making a different ambient sound.
Can be bound to a parasite to make more of it. Or not. Spawned parasites inherit the custom name of the Factory, if applicable.
In its item form, it can be used to convert parasites of its tier to biomass. It will do this passively to lower-tier parasites nearby, if bound to one, or upgrade them if it is bound to the upgrade output (e.x. a Mangler factory will upgrade nearby Rupters).
Does not deal contact damage.
Can eat food on the ground. Items can also be given to it in exchange for evolution points or a different item in return. Most trades will produce Parasite Biome equivalents for existing blocks, and vice versa, with a special tooltip to indicate that something isn't quite right with the output (just flavor text).
Showing it a clock (Bloody Clock or vanilla clock) will show the current Evolution Phase and number of Evolution Points. It also mentions the Phase Cooldown, if one is active. The Bloody Clock will show this information regardless of whether a Factory is involved.
Releases withering clouds when attacked, and eventually orbs, scaling in size and strength with its tier.
Can adapt to damage if it is Primitive tier (Tier 2) or higher.
Parasites might congregate around it. They like your handiwork.
Preeminent (tier 5) or higher tier factories need a Colony nearby in order to make parasites.
Displays its bound parasite's spawn item. The mod looks for these by searching for an item with the following id: {modid}:itemmobspawner_{Classname, without the Entity, and all lowercase}.
(Except for the Crux, it has an override)

The Latch:
Requires Assimilated Tier (Tier 1) by default
Acts as more of a weapon than its own mob. Pressing its corresponding key will launch one out at whatever you are facing.
Forces you to unhide when created.
For parasites, it will apply effects and act as a leash, preventing whatever it is attached to from being picked up by a Dispatcher.
Also allows you to store a single parasite. Sneak while retracting it to store whatever you're connected to.
When it catches on fire, so will you.
For enemies, it will attack and convert those it kills. Its damage scales with the tier and attack damage stat of its bearer, and its Minimum Damage with scale with the former.
Can adapt to damage if its bearer is Primitive tier (Tier 2) or higher.
I made both of these parasite modpacks after I played all of the resident evil games. And one of my favorite character's name is Albert Wesker and he basically did what you're about to do in this modpack. That's why I called it project W.
How to allocate RAM for smoother gameplay: Open Task Manager -> Open the performance tab -> Press the memory label; your RAM about is written at the top right (e.g. 16 GB).
Less than/equal to 8 GB: 5250 Mb or less.
More than 8 GB: 9000 Mb or more (32 GB: 17,000 mb).
I do not own the mods/resource packs used in this pack. All the mods/resource packs and their contents used in this pack belong to their respective owners.