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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.

26.4k
25
Mobs

Compatibility

Minecraft: Java Edition

1.12.2

Platforms

Forge

Supported environments

Client and server

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Creators

roguetictac Developer and "Artist"

Details

Licensed ARR
Published last year
Updated last month
DescriptionGalleryChangelogVersions
All versionsBeta 1.2.1

Beta 1.2.1

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Changelog

Just some housekeeping

None of the retextures are here. I want to release all of those (alongside any remodels) all at once, so that will take a while. It'd look strange if I didn't.

Changes

  • Incomplete forms produced via mobs being below the health threshold will now have their owners properly marked now.

  • Added recipes to create the Nidus Accumulator from Altered Tendons or Toxic Lungs, instead of Dispatcher Membranes.

    • For that matter, Dispatcher Membranes can be used as a substitute for Beckon Membranes when crafting the Beckon Harbringer. Go figure.
  • The Macabre Pearl now also shows what parasites are yours when held, alongside the Factory. Additionally, Loyal parasites will have the witch potion particle effect when either item is held.

  • Light Block breaking behavior for parasites now ignores all infected blocks from this mod, rather than just light sources. It might have already done that, but better safe than sorry.

  • Removed a since-deleted lang entry from the tooltip for the Bloody Clock.

  • Using the Macabre Pearl on a Factory will cause any parasites it creates to be Loyal, as if the pearl was used on them.

    • Also touched up the on-use messages a bit. They now imply the new factory capability that the item has, as well as that it does nothing of value for other Deterrent parasites.
  • Factories are now forced as Factory-Spawned internally. Just figured that made sense.

  • Added a bit of dialogue for trying to use a Macabre Pearl on a Latch. That would be pointless.

  • New Item: Blighted Mirror

    • Shows Beckons and Dispatchers in a similar vain to the Glowing effect while held. Works in the offhand as well.
    • This may look strange if Shaders are enabled, but the mobs should still be visible through blocks.
      • There's also a new mixin for the Entity Culling mod, since that doesn't check for glowing.
        • Specifically NOT the one made by meldexun. That one should already work. There may be a warning about a class not existing now but that's harmless
    • Obtained by trading a Strange Bone with a Factory. Requires Tier 3.
  • New Item: The Pact (Resolute)

    • For those of you who didn't know, The Pact can be used while sneaking to prevent the consumption of the item and the ensuing Evolution Cooldown.
      • However, this can be annoying and the item could be used without sneaking accidentally. That and people might not have known this.
    • Crafting The Pact with a Dispatcher Membrane will produce a "Resolute" version that will never be consumed, or create a cooldown.
      • As a caveat, however, it will also not create a Scent Gland, much like when sneaking with the original Pact.
      • This makes it more of a utility item than a means to an end.
  • The Pact now must actually remove parasites in order for it to receive the 10 second cooldown. If it doesn't, it'll only be 1 second long.

    • This is NOT the Evolution Cooldown. This is the standard Minecraft item cooldown. Just so we're clear.
  • Fixed Monarchs not yielding parasite parts when salvaging with a Factory.

  • Fixed Fear Panic behavior affecting non-parasites. Very embarassing, I'd hate to be the guy that did that

  • Parasite Players will have their particles from the Rage effect rendered at knee level to prevent blocking their view.

    • Additionally, Parasite Players will not have their particles render if they are hiding. This prevents the Rage effect from giving you away.

    • On top of this, your particles won't even render in First Person anymore! They will only render in Third Person now. This is configurable.

    • Most of these changes are both client side and only apply to you. Any other parasite players you see will have the particles render normally, aside from the hiding change.

    • Granted, it appears the particles don't appear more often than not for other entities anyway. Not sure why that is, it happened even before I messed with the code. Oh well.

Config Changes

  • Client - Macabre Pearl: Show Loyal Parasites - Whether a Loyal (Macabre Pearl) parasite will emit particles when you are holding a Factory or Macabre Pearl.

  • Client - Show Factory Spawned Parasites - Now mentions the Macabre Pearl as well.

  • Client - Parasite Player Rage Particles - Whether Parasite Players can see their own Rage particles. If false, takes precedence over the 'Third Person Rage Particles' setting.

  • Client - Third Person Rage Particles - Whether you can see your own Rage particles while in Third Person mode only.

Dependencies

dependency-iconScape and Run: Parasitesrequired
dependency-iconMixinBooterrequired
dependency-iconGeckolibrequired

Files

srpcotesia-1.12.2-1.2.1.jar(1.74 MiB) Primary
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Metadata

Release channel

Beta

Version number

1.2.1

Loaders

Forge

Game versions

1.12.2

Downloads

5850

Publication date

September 27, 2024 at 2:50 AM

Publisher

roguetictac

Developer and "Artist"

Version ID

Modrinth is open source.

feat/theseus/tauri-v2@c5403db

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