File Details
Containment Protocol Build30.7.zip
- B
- Mar 5, 2026
- 896.81 MB
- 6
- 1.20.1
- Forge
File Name
Containment Protocol Build30.7.zip
Supported Versions
- 1.20.1
IMPORTANT: This mod pack has unfortunately been VERY SPARSELY TESTED despite its ~year of careful development! So expect bugs or bad/un-fun/unbalanced systems, and please bring them up! That said, this mod pack IS meant to be somewhat challenging, but I promise: There are dozens of ways to deal with just about any difficulty you can encounter, and failing that: There are systems in place to detect and correct soft-locks/death-loops.
Anyway, changes from the "Experimental" version now:
UI & Quality of Life
- On-screen player effects icons moved/disabled to avoid blocking the on-screen clock, which players felt looked messy
- Middle-click should now sort whichever inventory your mouse is hovering over—in more cases than before, at least
- Free furniture items excluded from the "Claim All" button. No more inventory spam
- Game now pauses when the Quest screen is open in single-player so new players have time to read and learn the mod pack
- Night brightness increased: Dark, but no longer a wall of pitch-black-ness to the point some play-testers thought it was a glitch
- Atlas minimap replaced with Xaero's Minimap (no more carrying an atlas or feeding it paper; less friction)
- Personal settings/options should now persist between updates
Quests & Progression
- New Minecolonies and Getting Soldiers quest chapters added
- New (mandatory) tutorial quest added for navigating quest chapters
- More quests visible from the start, even if not yet completable
- Final Chapter 1 quest updated to better summarize the game's goals
- Quest added for getting steel via midnight mob drops
- Gutted the "Road to Steel" chapter in favor of letting players discover options naturally
Medical Items
- Medical Kits, Suture Kits, and Clean Rags now ACTUALLY clear infection
- Bandages and Rags applied BEFORE infection now prevent it
- Splints added to medical drop box pool
Economy & Drops
- Coin stack size increased to 999. Big munny
- Exchange rate finalized (for now, lol): 1 Coin = 20 XP
- Coins can now be exchanged for XP
- Most vanilla ores removed from the currency exchange to prevent economy exploits
- Corpse Maggots, Corpse Flies, and some other smaller, insignificant mobs no longer drop coins
- Pillagers, humanoid soldiers, and "infected" Spore mobs now drop coins
- Freebie coins increased from 10 to 30
- Several market prices adjusted; some early unlocks reduced in cost
- Freebie Military Market items added to introduce new players to the POWER of the MARKET
Combat & Balance
- TacZ gun damage to players reduced to 70% (down from 80%)
- Vertical recoil on TacZ guns reduced from 2.0x to 1.5x
- Caustic Missile gas spread reduced by 10 blocks total (unless I messed it up)
- Precision Medicine no longer restores hunger/thirst. Bye-bye, "everything Tactic."
- Now it just heals, gives some night vision, and does some dmg to undead mobs
- Mobility Boost cost reduced to 18 XP
- Silverfish, Maggots, and Flies can no longer equip weapons or armor
- Mob damage multiplier has been removed
- Mobs can now steal from chests players have opened! Protect your stuff!
- Emeralds moved from "Legendary" to "Epic" tier in the market
- Hordes moved to dawn (5:30am) instead of night; can still be skipped by sleeping
Spawning & Phases
- No hostile mobs spawn before Day 1 anymore (except from spawners/structures; Sculkhorde and Warium mobs exempt)
- All hostile mobs suppressed at night in favor of Horrors (~6pm–5am)
- Villagers no longer spawn in vanilla villages after Day 15
- Mob spawn variety increased (may regret this later)
Spore System
- Spore Inhibitor reworked: Now suppresses spawns in a 100-block radius around the activating player for 1 in-game day—rather than globally for 5 days
- New "critical mass" system: If players die 3+ times in 3 minutes while 400+ Spore exist, all Spore are wiped as an emergency reset
- Emergency resets apply temporary XP loss, debuffs, and disable Tactics briefly as a penalty (will need testing and tweaking, I'm sure)
- "Days-survived-without-an-emergency-reset" counter has been added, as well as the number of resets you've undergone.
Rescue Events
- Random rescue events now trigger every ~2–3 hours (I hope, lol; haven't noticed them since I stopped debugging it)
- Timing will VERY LIKELY have to be adjusted
- A soldier NPC spawns underground within 300 blocks of a player
- Is highlighted once within ~40 blocks
- Players must locate and escort the NPC to a surface extraction point for a reward
Structures & Items
- Structure-spawning items now disappear from inventory after use (no more borderline creative mode)
- Emergency Escape Hatch Tactic added: Drops a rope and clears a vertical shaft
- Android Squad added to the market
- New Farm pop-up structure added
- Field Fortification Kit updated and the bunker inside renamed
- Starting chest updated with more useful early-game materials (insulation stuff)
- Players now spawn with leather leggings and boots to help with temps early-game
Bug Fixes
- Fixed spawn damage bug on first Overworld join
- Fixed teleport bug sending players to old bunker coordinates
- Fixed cage items triggering Captures on multiple mobs simultaneously
- Fixed Spore progress bar failing to initialize upon first entry into Overworld
- Fixed broken ramen and other recipes (rip yummy-ness)
- Fixed pop-up structures vanishing when interacting with blocks nearby
- Fixed Tactic supply drops breaking on snow and other soft blocks (cannot believe this was a thing for as long as it was)
- Fixed Mobility Boost costing 120 XP instead of the intended amount
- Fixed Goat Man contextual tip not triggering on first encounter
- Fixed invisible "Simple Pop-up Bases" quest
- Reverted Hardcore Torches recipes following mod removal
- Re-enabled Hordes (had been disabled for an unimplemented idea; in fact, you can still see the unfinished remnants of the idea via the "Hordes" chapter, lol; will fix/remove later)

