Changes: -further improvements for the armor rendering system -now the armor will render on other humanoid entities. -fixed a bug in which the inebriator would try to buff scents or other invulnerable entities. -fixed a bug in which spawning rules were not applying to the inebriator. -tweaked the texture of the protector. -fixed a bug in which the protector would sometimes agro on other infected. -fixed the wings on the MK2 chestplate not glowing when enchanted. -tweaked the spawn parameters of the hospital variant.
News: Mechanics: -When naturally spawned experiment tier mobs will be in a sort of stasis -A new crafting system for the womb , full details on the wiki , basically depending on what it eats calamities can unlock new custom attributes. -The BCU now supports storing loot tables. -A new infected despawning system has been introduced to keep up the performence. -Infected now do not spawn on servers if there are no online players. Lang: -Added Spanish translation
Blocks: -Cabinet -Laboratory Bed Items: -Documents(WIP) -Spike -Reaver -PCI -Infected Halberd -Infected Cleaver -Infected Chakram -Infected Shield
Mobs: -Biobloob(Experiment) -Protector(Evolved) -Inebriater(Evolved) -Saugling(Experiment)
Variants: Propagator Vigil Smasher Slasher
Sound effects: -cdu ambients and fueling -scanning mobs , scanning items or failing a scan. -Syringes collecting blood or injecting it. -Sound for the abilities of weapons. -Sounds for all infected types and their evolutins. -Hurt sounds for specific types like organoids , evolved ... etc.
-Config additions: Most wanted: -An option for the proto hiveminds to be moved on the surface when they form. -An option to dissable the damage cap of evolved and hypers on hardcore difficulty. -A blacklist biome option.
Changes: The amount of ore required for a howitzer to adapt went from 35 -> 60 The proto now spawns with 100 inner biomass instead of 0 The following items have been reworked , both texture and mechanics wise: -Infected Greatsword -Infected Armads -Infected Spear -Infected Knife -Infected Mace -Infected Maul -Infected Combat Shovel -Infected Combat Pickaxe -Infected Sickle -Infected Scythe -Infected Rapier -Infected Greatbow -Infected Crossbow -Infected Saber
Improved the texture and models for the reagents and armors.
-Buffed the ranged of the scanner to 32 -Scanner can now write the scanned information withing a book if its in the offhand. -You can now remove mutations of weapons and armors using a syringe.
-overall most rendering systems have been revamped for much better performance and modability as well as major performance boosts to the general mod. -countless bug fixes to entities , mechanics and items alike.
Fixes: -The incubator throwing its items out. -Some bugs in the scampers movement.
Fixes: -Organoids Spawning at 0,0,0 -The skull soup block model being corrupted(1.19.2). -The military camp structure bugging the game(1.19.2) it has been renamed to camp.
Changes: -for each piece of armor that has the charred mutation ur victims will be set on fire for 2 seconds on hit. -Changed the recipe for dense muscle plates. -Changed the texture for dense muscle plates. -Added multiple texture variants for the glowing mycelium , rotten branch. -The rotten sapling will now slowly decay until its just a bunch of scrubs on the ground. -Mob hallucinations are now more one person oriented so only the affected individual and not another person with madness can see them. -Starting at madness level 2 basic infected mobs which are far away will look like their noninfected counterparts. -Starting at madness level 5 the hallucinations will also give blindness. -Removed the Claw spawnegg -Reduced the Hp of the Phayres from 50 -> 35. -Improved the movement mechanics of the jagdhound -Changed the model of the Sieger -Changed the model of the volatile -Changed the model of the reconstructed mind. -Added a glowing pulsating layer to the volatile and the Hexenmeister. -Removed the days before spawn config..(tried to fix it soo many times ,I just despair) -The Zoaholic now has INFINITE range. -The Stinger projectile shot by the Phayres variant now applies mycelium infection as well. -When a Proto dies it will call all of the calamities in its range at its place. -Updated the name list for the infected adventurers -Added the volatile and Axtwerfer to the max vigil raid list. -Linked Infected can now open doors.
News: Items: -Forgotten record. -Forsaken record. -Organoid membrane. -Biomass bacon. -Organoid soup. -Fungal sauce. -Frozen decayed biomass. -Meaty Icecream. -Tendon Gum. -Skull Soup. -Decayed Limbs. -Decayed Torso. -Stuffed Torso. -Cooked Torso. -Heart Pie. -Slice of a Heart Pie.
Structures: -Asylum(hospital variant) -Celltower -Cell -Lodge -Mass Grave -Military Camp -Prison
AI: The proto now utilizes a basic neural network for choosing what organoids to spawn. The proto will now despawn infected within its area to gain biomass for building its walls or creating organoids. Mobs: Axtwerfer(Hyper).
NukeEntity(Utility).
Adaptations: Howitzer(Elephants Foot).
Mechanics: Added a tutorial inventory for the incubator , zoaholic , cdu. Now the recipes for the surgery table can be displayed when clicking the paper without jei being installed.
Achievements: -Scanning an organoid membrane.
-Added advancements for all the mobs.
Commands: -A command for despawning all spore mobs. Config: -Added drops for the Womb, Delusioner and Verwa
Fixes: -Fixed the new pulsating glowing layer of the howitzer breaking shaders. -Fixed the new achievement handler for the item descriptions breaking on the server side.
Changes: Reduced the search range of the infected construct from 32 to 16. The bile sacks of the howitzer now pulsate instead of perpentually glowing. Now the chance for a specter to spawn out of a linked wondering trader is 100%. Tendrils will now longer reach for BCUs. The inner storage of the BCU has been increased and the GUI has been changed. Now the descriptions of spore items work via a new advancement system instead of the previous tag one. Improved the textures for the laboratory blocks. The proto will also spread infection every 5 mins or so in a radious 2 times bigger than the one of a max mound. The CDU will now clean every 5 seconds instead of 3 and with a higher degree. Fixes: Fixed multiple crafting bugs. Additional small performance inprovements Having the Phayres get bugged out by a random stroll goal.
News: -Added Italian translation -Several new advancements with many more to come.
Fixes: Fixed a bug that would result in the Injection recipe type to not sinc with the server.
Changes: You can now find syringes or compound plates in equipment chests within structures. Fixes: Some typos in the translations Fixed a bug that would cause the game to crash from xp drops.
News: Items: Syringe Syringes with blood samples for all the mutation types for armor and weapons.
Removed John Fungal...?
Changes: Spitters cannot see entities that are in water. Removed the Stunt effect. The proto will be more careful for where it spawns wombs Organoids will need atleast 3 blocks with hardness less than 4 under them to spawn Increased the range of the scanner. Changed the model of the womb. The base biomass value an infected gives to a womb is now 10 -> 5. Now the biomass an infected gives to the womb its doubled if the infected is evolved and quadruppled if the infected is a hyper.
The droplist for the infected villager , pillager, evoker , vindicator , husk and all of its evolutions.
Fixes: Fixed the functionality of the Infected Claw not being updated(1.19.2 bug)
News: Mobs: Nuckelave(Evolved) Hexenmeister(Hyper) Hexenmeister Claw(Utility)
Items: Hardening agent Refining agent Integrating agent Mutation Syringe
Fried Wing Membrane Surviver's Feast
Blocks: Crusted Bile Surgery Table
Variants: Hazardous Brauerei Villager and Drowned variants for the Scamper.
Mechanics: Infected can heal in bile. The crafting system has been reworked , now infected weapons and armor require a surgery table to be crafted. Weapons now can be enhanced within the surgery table using agents , this can also lead to weapons having mutations. Current weapon mutations "Vampiric , Toxic , Rotten ,Bezerk and Calcified",check the wiki for more info on their capabilities. Current armor mutations "Reinforced , Skeletal , Drowned and Charred",check the wiki for more info on their capabilities.
Removed John Fungal...?