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Scape and Run Parasites Addon: Cotesia Glomerata

Scape and Run Parasites Addon: Cotesia Glomerata

Become a parasite, and die like one too.

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All versionsBeta 1.0.7

Beta 1.0.7

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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

  • 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?
  • 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.
  • 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.
  • JEI Integration for Factory trades and the Osmosis. The Factory tutorial can also be viewed via JEI.

  • 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.
  • 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.
  • Fixed /dendritus command not being registered

  • 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.
  • Fixed Adaptation Sounds not playing at all

  • 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.
  • Fixed the Dendritus having 1 extra stage range.

  • Maybe fixed a NullPointerException crash? Unsure if it'll ever come up.

  • 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.
  • Factory-spawned parasites have a special particle effect when you are holding a factory.

  • Nerfed Factories for several parasites, their fuse times have been increased.

    • Additionally, a safeguard is in place to prevent negative fuse times.
  • Halved Base Factory health, they now have 2.5 Max Health by default.

  • 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
  • Possibly fixed a bug where parasites would forget their managers instantly

    • Honestly, I understand the mindset
  • 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.
  • 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.
  • 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
  • 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.
  • 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.
  • Tweaked Phasing to try to force parasites being eye level with their targets.

    • Should allow them to actually attack

Config Changes

  • Factory Behavior - Item Trades - Many changes, read above for specifics. The trades haven't really changed that much anyway.

  • COTH Rework Settings - Health Threshold Type - Changed to percentage by default.

  • COTH Rework Settings - Percentage Health Threshold - Changed to 0.5, or 50% of max health.

  • Effects - Phasing - Disruptors - Added End Stone Bricks, the End Portal Frame, Bedrock, Barriers, and all Purpur variants

  • Random Point Loss - Burning Chance - Increased to 40%, from 10%

  • Random Point Loss - Max Burns - Increased to 4, from 1

  • Phase Boosters - Boost Global Gain - Allows phase boosters to boost global point gain. False by default.

  • Phase Boosters - Booster Stage I Multiplier - Increased to 2, from 1.5

  • Phase Boosters - Booster Stage I XP Drain - Increased to 2, from 1

  • Phase Boosters - Booster Stage II Multiplier - Increased to 4, from 2

  • Phase Boosters - Booster Stage II XP Drain - Increased to 4, from 2

  • Phase Boosters - Booster Stage III Multiplier - Increased to 8, from 2.5

  • Phase Boosters - Booster Stage III XP Drain - Increased to 8, from 3

  • Phase Boosters - Booster Stage IV Multiplier - Increased to 16, from 3

  • Phase Boosters - Booster Stage IV XP Drain - Increased to 16, from 4

  • Client - Show Factory Spawned Parasites - Whether a Factory spawned parasite will emit particles when you are holding a Factory.

  • 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.
  • 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.

Dependencies

dependency-iconScape and Run: Parasitesrequired
dependency-iconGeckolibrequired

Files

srpcotesia-1.12.2-1.0.7.jar(1.7 MiB) Primary
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Metadata

Release channel

Beta

Version number

1.0.7

Loaders

Forge

Game versions

1.12.2

Downloads

235

Publication date

March 3, 2024 at 5:23 AM

Publisher

roguetictac

Developer and "Artist"

Version ID

Modrinth is open source.

main@c8befb6

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