Changelog
Was supposed to be a hotfix until I had a nefarious idea
Also some rebalancing idk
You will need to regenerate your configs, this update changes quite a few things.
Changes
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THE MOD NO LONGER DEPENDS ON MIXINBOOTER !! AT ALL !!
- This should hopefully fix a host of incompatibility issues, and maybe make a few new ones as well
- This switch now allows for working early mixins, which I didn't have before.
- The Optifine issue from earlier was the result of not having that. Now it works just fine... right?
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You will likely need the 0.7-0.8 mixin compatibility mod if you're using a suitably large modpack, although you probably already installed it earlier in that case
- If you have mods like BetterPortals or VanillaFix, add it just in case.
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Compatibility with Hermit's Arsenal v2.2, but that probably isn't available right now.
- The Gene Splicer will now properly work on parasite players, but only if a player uses it.
- Just in case you see a crash relating to it.
- I am open to other reccomendations for mod compatibility.
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JEI Integration for Factory trades and the Osmosis. The Factory tutorial can also be viewed via JEI.
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Factory trades now properly integrate the Tier of factory required, this was mentioned in the configs but wasn't actually implemented for non-point trades.
- As a result, I have retiered the item trades. Since the tier is required, you must redo this config entry.
- Blocks from the biome will now require tier 5 (Preeminent, or Phase 5 when a node can be created) to be made, but only 0 to turn into useable material.
- A notable exception is the Saplings, which only need bloom 0 to be cycled or made from other parasite items.
- You can now turn vanilla saplings into parasite saplings. They all turn into a single one, which you can then cycle to get the others.
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Factories that are unbound are no longer artificially darkened. This is mostly so the GUI doesn't feel cluttered.
- That and it was redundant anyway - Bound factories show a spawn item for what they are bound to, or this mod's logo.
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Fixed /dendritus command not being registered
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Added a recipe for the Dendritus, craftable from Vacuous Cysts, Noxious Brains, and an Eye of Ender.
- I might add more uses for Vacuous Cysts in the future, stay tuned.
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Fixed Adaptation Sounds not playing at all
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Moving Flesh that merge will always be Factory-spawned if one of them is Factory-spawned.
- For reference, Factory-spawned parasites are unable to give points via merging or despawning.
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Fixed the Dendritus having 1 extra stage range.
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Maybe fixed a NullPointerException crash? Unsure if it'll ever come up.
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WIP - Hiding parasites that were spawned by a factory will spread the tag to entities they infect.
- This means that you'll get points for them successfully infecting too!
- Additionally, Factory-spawned parasites will make mobs they successfully turn into factory-spawned parasites.
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Factory-spawned parasites have a special particle effect when you are holding a factory.
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Nerfed Factories for several parasites, their fuse times have been increased.
- Additionally, a safeguard is in place to prevent negative fuse times.
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Halved Base Factory health, they now have 2.5 Max Health by default.
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Phase Boosters no longer apply globally! Laziness is not tolerated.
- This can be changed in the configs, of course, if you want the original behavior back.
- To compensate, the boosters have received substantial buffs to their multipliers, and increases to their XP drain to boot.
- Keep in mind, boosters still increase biomass gain.
- The booster does, however, boost points from parasites you spawn.
- This isn't an idle game evan
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Possibly fixed a bug where parasites would forget their managers instantly
- Honestly, I understand the mindset
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Blocks which dispel phasing should indicate that in their tooltip now.
- If the inverse is enabled for some reason, the tooltip will reflect this.
- The list now has a few extra blocks added, mainly end related.
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Holding items with the "Its moving" tag as a parasite player will cause it to eventually remove itself.
- This goes for the offhand as well.
- The tag will be removed every second. Should allow for it to still appear if you switch off quick enough.
- The tag is not removed for normal players.
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The COTH Rework now defaults to the percentage check.
- Additionally, the COTH rework now requires only 50% of an entity's health to be gone.
- The numerical threshold has not been modified
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The Random Point Loss system has been buffed, burning now has a higher chance of occuring, and will take more points when it does.
- If burning does occur, the message will be different.
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The Bloody Clock now provides as much information as a Factory does about the current evolution phase.
- This information is only given if the recipient is a parasite.
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Tweaked Phasing to try to force parasites being eye level with their targets.
- Should allow them to actually attack
Config Changes
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Factory Behavior - Item Trades - Many changes, read above for specifics. The trades haven't really changed that much anyway.
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COTH Rework Settings - Health Threshold Type - Changed to percentage by default.
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COTH Rework Settings - Percentage Health Threshold - Changed to 0.5, or 50% of max health.
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Effects - Phasing - Disruptors - Added End Stone Bricks, the End Portal Frame, Bedrock, Barriers, and all Purpur variants
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Random Point Loss - Burning Chance - Increased to 40%, from 10%
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Random Point Loss - Max Burns - Increased to 4, from 1
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Phase Boosters - Boost Global Gain - Allows phase boosters to boost global point gain. False by default.
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Phase Boosters - Booster Stage I Multiplier - Increased to 2, from 1.5
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Phase Boosters - Booster Stage I XP Drain - Increased to 2, from 1
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Phase Boosters - Booster Stage II Multiplier - Increased to 4, from 2
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Phase Boosters - Booster Stage II XP Drain - Increased to 4, from 2
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Phase Boosters - Booster Stage III Multiplier - Increased to 8, from 2.5
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Phase Boosters - Booster Stage III XP Drain - Increased to 8, from 3
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Phase Boosters - Booster Stage IV Multiplier - Increased to 16, from 3
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Phase Boosters - Booster Stage IV XP Drain - Increased to 16, from 4
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Client - Show Factory Spawned Parasites - Whether a Factory spawned parasite will emit particles when you are holding a Factory.
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Biomass - Parasite Cost Settings - Extra ticks for parasite creation time in a factory can now be added.
- The Gnat has had its fuse time increased by 100 ticks, or 5 seconds.
- The Primitive Vermin has had its fuse time increased by 200 ticks, or 10 seconds.
- The Assimilated Ender Dragon has had its fuse time increased by 2000 ticks, or 1 minute and 40 seconds.
- The Assimilated and Feral Endermen have had their fuse times increased by 100 and 200 ticks (5 and 10 seconds), respectively.
- The Light Carrier has had its fuse time increased by 100 ticks, or 5 seconds.
- The Flying Carrier has had its fuse time increased by 120 ticks, or 6 seconds.
- The Heavy Carrier has had its fuse time increased by 200 ticks, or 10 seconds.
- The Bogle and Haunter have had their fuse times increased by 4000 ticks, or 3 minutes and 20 seconds
- The Heed's biomass cost has been increased by 5, to 50. Their fuse time has also been increased by 400 ticks, or 20 seconds.
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If you have any concerns regarding these balance changes, please feel free to let me know.
- Most if not all of them can be reverted using the config.
Files
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Release channel
BetaVersion number
1.0.7Loaders
Game versions
1.12.2Downloads
219Publication date
March 3, 2024 at 5:23 AMPublisher
roguetictac
Developer and "Artist"