Scape and Run: Parasites
Welcome to the World of Parasites
The Scape and Run: Parasites mod fills your Minecraft world with dangerous hostile creatures of parasitic nature. These beings not only pose a threat to the player but also have the ability to evolve by learning during battles.
Parasite Features
Parasites are not tied to specific biomes and can appear anywhere in the world. They don't burn in sunlight and can attack other hostile mobs (this option is configurable).
Types of Creatures
Infected Creatures
Assimilated Cow - one of the parasite victims, may reveal its secrets when destroyed.
Assimilated Big Spider - creature of unknown origin, capable of shooting web projectiles.
Assimilated Human - living beings controlled by parasites, hunt together with creatures they once fought against.
Assimilated Sheep - another victim of parasitic infection.
Assimilated Wolf - infected predator that has become a servant of parasites.
Main Parasites
Buglin - insect-like creatures inhabiting inside infected victims.
Rupter - insect-like parasites capable of infecting cows, sheep, and wolves, forcing them to fight for their cause.
Heavy Carrier - large slow creature with huge health pool. Can spontaneously explode, releasing additional minions immune to poison.
Flying Carrier - small flying creature, also capable of self-destruction with release of poisonous minions.
Vigilante - created for territory defense, found only on infected terrain.
Parasite Branches
The Longarms Branch - specialized fighters.
The Reeker Branch - fast and capable of poisoning victims, known for their mobility and high damage.
The Summoner Branch - can summon reinforcements, so it's recommended to eliminate them first.
The Yelloweye Branch - flying creatures shooting poisonous projectiles.
The Manducater Branch - like to become invisible, be attentive - you might hear them.
The Bolster Branch - known for ability to enhance nearby parasites, act as support for the faction.
Mod Systems
Reinforcement System
When a parasite is destroyed, there's a chance of calling reinforcements. A Beckon of various levels will appear nearby, determining the quantity and type of spawning parasites. Beckon mob spawning settings can be changed in the configuration file.
Beckons can also infect nearby blocks. Infected blocks damage all mobs except the parasite faction. In the configuration file, you can change parameters like "maximum block hardness for infection", "light level for spreading to other blocks" and others.
Merge System
Infected creatures can learn from battles. When certain conditions are met, they begin to melt, turning into Moving Flesh.
If two such substances meet, they merge and grow. Upon reaching sufficient size, a primitive mob appears (with half total health). The only exception is Infected Dorpa, which doesn't melt.
Conditions for Turning into Moving Flesh
- First condition: infected creature must reach primitive kill count.
- Second condition: it must be next to three other infected (regardless of their kill count/species) OR next to Moving Flesh.
If infected creature with required kill count is next to at least three other infected, all four will begin to melt. But if it's next to Moving Flesh, only it will begin to melt.