SCE Protocol

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

File Details

SCE Protocol Build32.9d-warmfix.zip

  • R
  • Jun 9, 2026
  • 940.64 MB
  • 146
  • 1.20.1
  • Forge

File Name

Containment Protocol Build32.9d-warmfix.zip

Supported Versions

  • 1.20.1

Fixes

  • Major: ACTUALLY fixed the Energy Condenser recipe this time (…I hope?). If it's broken again, that means these uploads are somehow reverting my change each time? (Probably not possible)

  • Major: Cleared the "auto-pickup" items list, so you can actually pick up EVERY item by default now (previously, gems from Apotheosis weren't pick-up-able).

  • Attempted to address a multiplayer formatting issue with the "Info" scoreboard (this probably won't auto-fix on pre-existing worlds sadly, but maybe):

    • Teams necessary for formatting are now created on world join, rather than the moment the initialization Quest is ran.
    • This should mean teams get created in a less laggy environment, so there's less chance of the commands getting dropped.
    • OR there's something fundamental I don't understand about how scoreboard teams work in multiplayer, and it's doomed to fail, lol
    • Whatever the case, we'll see how it's working this update after I get some feedback, I suppose. At the very least, its functionality seems identical in single-player.
  • Fixed some awkward or conflicting keybinds (vanilla keybinds remain unchanged)

Changes

  • Changed the "Foods, Crops, Husbandry" section to "Farming & Cooking"

  • Added a little 20-minute cooldown for the Common Supplies Dropbox and the Medical Supplies Dropbox, just so players will probably have it as a gamble when they need it, but they can't just sit there and spam it until they get everything out of it they want.

  • Updated the Revervox contextual tip chat msg to be clickable.

  • Nerfed the purchasable Instant Bridge Prefab to have 7 durability (down from 10); nothing major, just incentivizes maybe crafting it at some point so it has full durability.

  • Majorly nerfed the Instant Bridge Prefab specifically from the "Expansion Kit" in the Military Market (the one with the train stuff). That one now has only 1 use to introduce the concept, but to massively incentivize purchasing from the one with the lengthy cooldown.

  • The Expansion Kit now also has a (much shorter) cooldown of 15 minutes, just to make it so if a player is Max Moneybags(TM) and wants to spam this item for free bridges or something, well… they at least have to wait 15 minutes per now, lol.

  • Increased the Expansion Kit price from 10 coins to 15 (it WAS (and still is) a pretty huge bang for your buck… or… clang for your… coin? idk).

  • Replaced the Parachute in the Recon Quick Kit with some Coffee Candy. Main reason being: The parachute has no durability, and I'd rather give players things that'll break, be consumed, or require upkeep (so players will want to look into things and craft gear themselves) rather than just getting free equipment that'll stick around forever.

  • Unfortunately (or fortunately), I've increased the mob render distance juuuuuuuuuust a tad out of necessity, so when you're being [Redacted] by a [Redacted], you can actually hopefully see what's there and react accordingly.

    • Obviously this is a "downside" because it likely means slightly lower FPS since more mobs can render in a wider area.
    • This also means we should be able to shoot/snipe things from slightly farther away though, so… that's cool.

Additions

  • Major: Added "From the Caves" (mod) back since the dev re-added it to Curseforge.

  • Added one new mob to the list of entities that won't get ticked down over distance.

  • Added "Planks Barricade"s to the free "Exterior Decoration" Quest, because who wants to spend materials on fun (and largely cosmetic) barricades (especially when they first start the game)??

  • There's now a Contextual Tip for what "Rhododendron" is.

  • Gave the Plow quest an actual proper description so players know how to use it.

  • Added a mention of the Garland: A little flower crown you can craft and wear to buffer and slowly improve your Sanity.

  • Added various leathers, hides, wool, and feathers as sellable in the Military Market, so you can make money off of those too now.

  • I'm re-introducing some of the helper Quests that offer some ways to get Steel.

    • Previously, I worried these Quests might make players think these were the ONLY ways to get Steel, but I've reworded the main Quest to mention there are more ways to get Steel, so these helper Quests should be fine and just save players time when searching for steel-getting methods.
  • Re-introduced the prompt at the end of the "Secure the Basics" chapter that asks if you want to see the "Essentials Guidebook".

    • Some of the info is still outdated in there, but it's a decent place to peruse for quick info.
  • Added "Plate/Cut Iron Blocks" (from pre-war windmills) to the list of ways to get Iron early on.

  • Linked to the "Create: Big Cannons" Quests in the "Fortifications, Turrets, Reconnaissance" Chapter, and fixed up some broken links.

  • Also added some new Fortification, Turret, and Surveillance entries, and updated the Chapter a bit so some freebies are given to try.

    • One addition was adding "Enclosed Gateways" (Dimensional Doors mod) to the list of "Fortifications," just because they're technically like semi-safe base domains for your stuff—though they of course come with drawbacks.
    • Another was adding "Meteor Lasers" to the Chapter, which can shoot those pesky meteors out of the sky.
  • Introduced just a few new Quests to the starting chapter that try to introduce people to the other "Main Objective" Quests and provide an overall goal (make the most defensible bases you can muster before awakening any [Outbreaks]/Hiveminds).

    • This is just to sort of get people over the hurdle of starting these unfamiliar types of quests (like Eradication), and give an overarching objective to attach to.
    • Hopefully, once players do these intro Quests, they'll feel more emboldened to do the others/pick Quests to do, overall feeling less aimless.
  • Added a cute little "Preparation" Chapter that outright tells you what goals to pursue early-game, before any [Outbreak]/Spore/Sculk.

    • It has hidden Quests until you confirm "Yes; I don't want to puzzle through things or experiment. Just tell me what to do!"
    • This should ALSO help a lot with the aimlessness in the early game, coupled with the changes to the starting chapter.