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SCE Protocol

"You volunteered for this." Hunt horrors, hiveminds, & monsters to eradicate them one by one.

File Details

SCE Protocol Build31.3B-hottest_fix.zip

  • B
  • Mar 26, 2026
  • 886.46 MB
  • 98
  • 1.20.1
  • Forge

File Name

Containment Protocol Build31.3B-hottest_fix.zip

Supported Versions

  • 1.20.1

Main Fix:

  • Players will now correctly start in the Tutorial chapter upon first world load (which is pretty crucial, as that chapter teaches new players how to NAVIGATE quest chapters)

Other fixes/Adjustments:

  • Added Flares to the list of things that don't get ticked down for performance reasons (so their throw speed & distance should now always be more predictable and responsive)
  • We can now throw some of our flares notably farther, and they don't bounce around so much when they land, making them doubly more responsive
    • It'll probably feel like your ordnances are coming down ~10-15% quicker, even though it's just the flare preparing faster
  • Moved the "[...](what can I do?)" chapter into the "SCE Protocol" section, so new players see it more easily
  • Increased ping distance so we can ping to the default modpack render distance now
  • Removed the recipes for the new flares, so we can't perma-craft the new Repulsor flare (discussed at the bottom)
  • Realized it's probably a good idea to continue giving ppl the Quest book since not everyone has "J" memorized as the hotkey to open quests
  • Made water a tad brighter
  • TRIED OUT removing seasons (to save some lag n' such), but it didn't really improve anything too notably, and being able to plan around seasons is a pretty engaging concept. Still, maybe a candidate for removal later
  • Flares fired from a flare gun now travel their IRL distance of ~1,000 feet (304.8 meters/blocks) straight up (flares this powerful are typically reserved for huge ships at sea, but the military pulled some strings)
  • Fixed the "SCE" tutorial quest potentially being un-completable if done in the wrong order

Buffs/reworks:

  • Buffed Incendiary Missile to:
    • Actually work in snow now (it melts the snow before the fire spreads, so the snow doesn't just eat the fire)
    • Be less laggy
  • Infrared Payload:
    • Custom-coded the infrared tracking because the original tracking missiles were very laggy
    • The missiles are staggered now (so it isn't deafening), and have true random offsets
    • If the flare vanishes early (like it hits a block or a mob), the missiles won't wiff; the missiles will remember where the flare's last position was and continue their volley on that position

NEW "Tactic" (military call-in):

Repulsor:

  • Emits pulses on the ground beneath it, which repel hostile mobs in an 11-block radius for 12.5 seconds (or until the flare hits something)
    • This means it's best used outdoors, where you can shoot it straight up into the air and get a full use out of it!
    • This Tactic is the first to be activated by the new flare mod: signal_flares!

(I'm going to be REALLY sad if something super obvious and important is messed up again .-.)