As of today (1/11/23) the SRP Patreon page has been launched! With a monthly subscription you will have access to special mod content, depending on your membership level. Go check it out! Official SRP Patreon Page: patreon.com/srpparasites?Link& NOTE: The revenue generated from this page will be split *evenly* across the dev team!
I hate that they are making it possible for parasites to become immune to fire, them being nearly powerless against it was a cool gimmick and a huge plus for me since a big weakness like that fits this kind of mod. Also i still think that parasites should at least try to escape the nether as soon as they for some reason get there since it would fit the whole fire weakness thing while also giving u a - depending on the parasite phase - safer or more dangerous, but still parasite free place with more limited resources. Really hope they revert the adapting to fire cuz its gonna make the mod less fun.
@@boi2192 I think they have a "progression system" planned for parasites to be able to invade other dimensions once they conquer one. That would likely include the nether.
There is a difference between difficult and unfair The whole concept of their weakness to fire damage was like the only saving grace you could have Taking that away would ruin the experience
Yeah, I’m just hoping they’re smart enough to keep that because if they remove the one saving grace of scape and run parasites I don’t think there’s going to be many people staying on board for this mod.
they already know pretty good its unfair, (yeah they think its unfair, not difficult) but thats kind of the style of the mod for now, until they implement a proper way to fight them
@@Pizza_Dude1920 I feel like they could add certain parasites that are more resistant to fire, and maybe they could make them extremely vulnerable to water, they could also add other things you can use to combat them other than just fire lol
Well they could add it if they make the difficulty harder so even if you had that armor had every buff possible in 'later' world stages you still get folded and need to run and scape
@@yakuriyakumo Lol. I'd rather have armour that actually allows me to both survive as long as possible, and actually let me 'scape and run' in the later phases. ._.
@@yerfriendlyneighborhoodsco3337 Then where's the game at? If every encounter leads to death, then all it really seems like is Minecraft but you die over and over and over and over and over.
@@Pecora0ra Maybe this mod just isn't meant for me then. Because I want to play a game where you get to fight against the infection, maybe even have the occasional hero moment here and there. Not die like you're playing Happy Wheels if you so much as go outside.
Yeah it's unfortunate.. Although the modders have stated the mod isn't created to be played vanilla, I truly wish to see a "Difficulty Slider" available in settings rather than having to go through the entire config, in the future.
@@desuvult8463 Its awesome for early game, later on ofc you are going to use tinkers and ae for storage. It can completely shape your tool differently, thats why I want to add it, I would like for mod that Im working on to be complete different gameplay.
this entire mod feels like a spit in the face. Not only did they make the mobs piss off OP but they gave them all these new effects to match. If only the devs didn't hate their playerbase and add some stuff to help us out (yes I know about the armor but come on its been MONTHS and no crafting recipe) this mod could be great
i swear people refuse to have a mod where the point is your not meant to be able to fight back, you are meant to fucking run,as mod name implies past the early stages not much your meant to be able to do
A lot of people are talking about the difficulty for this mod... I have some really bad news. Things won't get easier. The devs have spoken about this in various ways at times. I want to preface this I rarely die to Assimilated Endermen yet I believe they should be nerfed. The response by those on the project was "don't fight unless you're prepared" which doesn't work for a teleporting entity that also puts 20 mobs near you and does high damage. They then let them crawl after so using 2 block tall spots won't protect you. They even have a damage cap on the parasites that if you hit gives the parasite a buff. They even have a minim damage to deal to you. They want this mod to be impossible, that is their intent. Without using Add-ons or counter balance mods it is likely impossible in the full mod and the devs are very likely to be hostile to those mods which balance things by implementing caps. This mod is very unlikely to get easier and that sucks since this means it is in your best interest to make lures and keep it at phase 0-1 for the entire game. It is best to build in places entities won't spawn. It is best for you when playing the mod to not participate. The difficulty would be completely fine for phase 8, breaking blocks with mob griefing off, slaughtering the player, this is the fail state. The fail state is general happens around phase 4. This is normally the phase where your base gets destroyed.
at the same time, i'm quite happy that there is a mod where you fight the clock like this (though going to other dimentions freezes it), mainly because that mod gives a purpose to the many, many mods out there with nigh overpowered weaponry and armors. its more fun to be able to make the doom BFG or broken tinker's construct weapons if you know that you will NEED these. basically its perfect for a more endgame combat experience with an added element of arms race against the parasite that vanilla or SRP itself dont support.
This decision on the developers' behalf is outright laughable, might aswell make it so spawning in a new world with the mod installed just deletes your save. Now listen, I'm all for games being difficult, but the big difference with this mod and difficult games is that in this mod there is basically no way to counter or even mitigate 99% of the threat with the exception of uninstalling the mod, right? I feel like this mod would work way better on a high risk-high reward system, where the extreme threat of parasites lets you get your hands on some extreme countermeasures. If fire is their weakness, you should be able to utilize that to the maximum, I know you can enchant a sword with fire aspect and bow with flame, but that really isn't enough to give you a fighting chance. The mod does introduce some weapons, but not only are they insanely hard to craft, given that you NEED to kill these abominations to get the required ingredients, but they're also insanely weak considering what it takes to get your hands on them. I'm going off the premise that this mod should be a complete gameplay experience, which a lot of people think it should be. But when your best option to survive is to not engage with the game at all, there's some serious design flaws.
@@Scrufus really past the very early game its not that hard to keep the parasite phases low. Just pop a lure or 2 made with cobble and stuff you get from killing parasites once every 20 min when the phase goes up. At this point letting phases go beyond 1 (phase 0 isnt as good for harvesting materials) become a personal choice. This is because once the phase goes up, there is a 20 minutes period during which the parasites cannot gain evolution points, meaning you are free to lower it by using the weakest of lures and wont see it go up again for a while even though likely only 1 evolution point is missing. And the devs of the mod make it pretty clear that the mod is NOT balanced around Vanilla, and that you should play it alongside other mods that increase your power and have a wider array of weapons (important with how adaptation works) With how many mods increase player power, i find it nice there is a mod that does the opposite job and creates really strong enemies that make said increase in power justified instead of just overkill.
@@thorveim1174 By making it so you pretty much HAVE to play this mod with other mods that increase your strength, we completely miss out on the possible player-oriented side of THIS mod. Making the parasites weak to fire to a point where you can do something meaningful with that weakness, such as slowing them down by, say, 25%, or making them panic & lose aggro while they are on fire (right now the increase in the damage they take from fire is there but it's really not that helpful) and giving players more ways to manipulate fire would be great. Of course you could just download a mod that gives you a flamethrower or something stupid like that, but the parasites would still have literally zero exploitable weakness, even with other mods.
@@thorveim1174 Also, having to rely on the evolution phase being super low in order to survive is like... Why even play the mod if 90% of the content is absent? It would make sense for the last phases to be literal hell to survive in, but considering that survival becomes pretty much impossible come phase 4, it's literally just bad design
Srp had got to be one of my favorite mods out there, it’s just so interesting and unique, but Jesus Christ without help from some other op mods it’s unplayable
Its about time they added some way to combat these guys without dying almost instantly. I dont think thats what the mod authors want, since they need us to be terrified of parasites. But this is kind of out of hand now, isnt it
@@CrimsonGamingMC Ilike it as it is th perfect combination with HBM nuclear tech mod reloaded. Which normally makes you s powrfull you cantd ie anymore but it scales well with SRP.
@@CrimsonGamingMC That's what Im saying I get it, they want their mod to be a challenge But if they make it too hard, people will grow to hate them and stop playing their mod for being outright stupid with the difficulty Now yes, hard difficulty doesn't instantly make a mod bad Unless its really stupidly difficult with nearly no ways to counter it- I love the idea of parasitic apocalypses with mutated creatures and stuff Halo with the Flood, Fallout games with their mutants, Metro series, I just like apocalypses with mutated people and creatures to be such an awesome idea, especially parasitic stuff, The Thing is perfect And if any of y'all know a really cool parasite apocalypse game fucking tell me I want to play it-
One of the main things keeping scape and run parasites of flow is, this is, of course, the incredible scare factor. Basically all the parasites are NIGHTMARE FUEL which people they keep coming to the mod. But when they keep killing you instantaneously, you’re not even scared of them anymore you’re just annoyed at them.
Neocranium has been pouring hours upon hours into building a Scape and Run server where depending on how well you prepare, playing into stage 5-6 is actually feasible and only the real nasty variations will give you trouble. He's currently got server stability and Nether active with over 50 players.
Good luck, your opinion need it with how Minecraft going without anything interesting about it. The mods exactly like this is the only thing keeping it alive
@@countercomeback5504 stop being a pretentious dick and realise that the developers have no sense of balance at all, it isn't fun and they're far too petty and aggressive to listen to any sort of feedback
@@countercomeback5504RLcraft litteraly does the same thing this is done except add more content well also keeping it balance There’s a difference between kicking your players every time they make progress by adding new features and going as far as to make the only weakness they have be immune within a few evolution cycles vs making a challenging game before playable and enjoyable
@@yakuriyakumo that done mean shit boi, did you not read i say its to early because right now you have not eather items or tricks in the bag to try and avoid the parasites or they are so strong no fucking god can save you minus creative modeing the shit out of a base in day -1 and hoping to hell you can murder hobo all the mobs near you. because in order to fight the basics you need diamond gear full enchanted. now if you add as someone noted ice and fire you have some both ppowerful pets but also gear this can help survive but you need a ton of other tihngs to live. there is just to much power to the parasites in a solo this vs vanilla ya cant live even in netherite with maxed enchantments into broken levels.
It's good that they're finally adding in armor but with the rate they're adding mobs, status effects and mechanics I don't think it'll matter. There's too much to keep track of and they just won't stop buffing or adding in new insanely overpowered mechanics. Cool mod, but I'm not really sure if it's a playable mod.
tbh, i used to be pretty interested in this mod, but it's just kinda gone overboard at this point, the concept of having this tug-of-war or constant back-and-forth siege with an ever-evolving enemy like this was a really neat concept, but it's at the point where there's no real good way to fight against it. any damage you do eventually becomes ineffective or outright useless thanks to adaptability and the *insane* health values, half these things have abilities that kill you either within seconds or just instantly, armor or not, and you might as well not even build defenses since these things can just destroy huge swaths of blocks at once. what's the point of even attempting a challenge when it's completely rigged, y'know?
If you're still looking for a mod where you have a tug of war again an enemy that changes tactics as you fight it, try checking out the Mi Alliance mod. Its possible with completely vanilla stuff, but the mod dev says that Mi Alliance is best used with mods that add powerful weapons and gear Tinker's Construct and Ars Nouveau but in those mods you never have a use for them. its also made for 1.18.2 if you like some of the more modern features of minecraft.
@@fabroski7113along with viral for the very simple yet annoying fact that both debuffs are stupidly common and the fact they are both damage multiplication debuffs
This mod really strongly reminds me of Draconic Evolution. On one side you have the cool factor, on the other you have the devs being massive spergs about the fact it's an unbalanced shitshow.
I was thinking about mod that overhauls dimension system, electricity and magic. This is definitely going on my list! I will try to make modpack as good as possible and notify you when it cones out!
Finally, new armor in development and other various items! Seems like gear is slowly but surely getting worked on. God knows just how many people will start playing again because some balancing will be implemented sooner or later. But god, the new debuffs are just...no. Hope one of the new armor sets can or has an affect that makes it so you don't get them,or atleast resists to them. Also props to you my guy, you do an amazing job on telling bout so much in such little time with nearly, if not all the details. Keep it up!
Not to mention the needler effect. Where it explodes and does a buncha damage. And the supposed Gravemind like Entity that's been hinted at causing the infection in the first place.
Also i think you missed the most broken thing they have added ever, which is viral affecting mínimal damage on 1.9.8, which basicly makes any parasite able to two shot you no matter your armor, like a funny green grunt can two shot you with an armor set 3 times better than diamond, while also being enchanted with prot 4
I liked the landscape in the intro with a pixel Crimson wearing a Santa hat. My favorite addition is the biome fog. I hope Buglins can come out of the ground during this event. That would be a crazy superzal.
Talking about weapons and armor. I think that creators are working at the mobs and everything else first, and then they will work on weapons and armor. Like... they want to show us the whole parasite shit before giving us a small light of hope of surviving in this now God forsaken world
if i was the Mod Creator i would add a few Parasite themed items that specifically deal fire Damage (and should be craftable semi-easy) plus maybe add a "Panic" effect to the parasites (atleast the Non Boss varients) meaning while on fire they lose aggro and run away (like a pig that you punched) while this would still not "Balance" it completely it would give you a fighting chance
Okay, we get it, the parasites are meant to be powerful and dangerous... But Holly Shit the developers REALLY want us to suffer. Like, without additional mods that adds powerful weapons, armor, or enchantments, there is no way to even fight back once they start to evolve. I know the mod is still in development and that we have addons to mitigate this but... Don't get me wrong! I love the mod and what it intends to accomplish, but it kinda bugs me everytime I try to play with...
I love this mod. It's so unbalance and OP that it makes it fun and challenging to counter them with other OP mods and survival mods. HBM's extended, bauble mods, robotic parts, techguns, icbm, tons of enchantment mods, inventory pets, tons of tech mods and adventure/rpg mods, tough as nails, darker nights, lost cities, etc. Me and my friends be having on a full sets of Lunar gear from HBM's with modifications and enchantments on it, 35+ hearts with enchanted golden apple, enchanted baubles with all slots full, splashing potions, and still be taking massive damage. This is phase 8 WITH colonies on AND in a biome. It's nice because you're OP but the parasites are also OP so it balances each other out with makes it really fun. Some of the most intense moments I've had in Minecraft.
@@foundationx4374 ya in the RLcraft wiki it tell ya everything ya need to know (idk why my old reply is not here were i linked it. eh) but its endgame content like even more end game then most of the pack
I wonder if the armor and weapons will have their own adaptation effect, where the armor will give certain effects depending on how long you've been using it and higher tiered armors give you much better effects. As for the weapons maybe it'll have the effect of giving status ailments and have it so that the parasites can't adapt to it as fast like the vanilla weapons and the highest tier of it makes it so the parasites can't adapt to it.
Finally, the armor I was talking about last video. Hopefully they have some op buffs or eliminate those pesky debuffs. Plus, I hope the armors have an organic, Guyver appearance; just to match the creepy, biological design of the enemies.
As of now there is a description on what both armor sets do,they grant the user access to the adaptation system living armor can learn 5 damage sources sentient armor can learn 7 damage sources
Man this mod has been on one hell of a journey huh. So much new stuff has shown up. Tho idk if I'll be up for with how things are getting harder. There have been other mods showing up with their own "mobs spread and take over the minecraft world" mechanics tho that have been fun to mess with while waiting for Scape and Run to be more complete, and maybe it'll end up being a warm-up to S&R. I've mainly played Mi Alliance in 1.16 (currently porting to 1.18) which is not technically infection but more like some government nation of white slimes is spreading by occupying territory by building bases of their own. The models leave something to be desired but the ai is impressive and you can use their items to make your own army against them. A more recent mod called Sculk Horde in 1.16 I haven't had much time with but it seems promising and is more "infection" related. There's also some kind of hivemind ai feature but I don't understand it works yet.
It's a hard thing to balance. It's clear the authors want a mod that will always be a challenge, will always kick you hard without mercy. Which in its own way, is awesome. But this is where the balance needs to come in. You can keep the mod a scary mofo, but still add in ways for the players to fight back. Methods of protecting your base until certain phases perhaps, encouraging active player management, specific tools to deal with specific parasites perhaps? I kinda picture this mod would be epic with a Witcher style combat system, if yall get what I mean.
Holy crap, I don't know how purifiers worked previously as I didn't test them, but l am really glad that they now work against infestations even when they haven't infested an entire biome.
Wouldn't it be very coold if they added cool skills or effects for each weapon type? So that we can have atleast a fighting chance against the parasites?
I hope the armor sets give buffs (like rage) to the player. If I remember correctly, the living weapons apply bleeding and the sentient weapons apply....viral?
@@CrimsonGamingMC Oh I see! Maybe in the near future, they might focus more on the equipment and some ways to obtain them without getting overrun by the parasites!
I wonder if the mod updates to 1.19, how would we fight them. Like there are many new mobs in the game added like the pillagers, ravagers,bees, piglins, hoglins,warden etc. Whether they jave assimilated versions especially the assimilated warden which would kill u with one shot even with prop 4 netherite Armor
i know the mod is called Scape and Run and all but what's the point of making sick ass parasite designs when you DONT wanna throw hands with them on instinct because their damage is so ridiculous? players need a one-up on these things at least!
I have found this mod a lot of fun to play if you add in some flans mod weaponry like guns, explosives and flamethrowers hehe, of course they are difficult to craft though so it balances pretty well
little late to the show but i like the idea of it being impossible to stop. So you build up you try to slow it down but one day it just gets to hard and you have to move to the nether or something, a place that's hard to get to and survive for the parasites. Ad a few mods that give you more utilities to use against them. Nothing over powered. basically you end up surviving in a safe haven, (even if its not nice) until the devs add a way to save your world or someone makes a mod that allows you to reverse the effect, or you just survive there sneaking into the overworld to cause some damage and to hunt for food or items or something you need. or you can just have a last heroic stand and pretend a ship full of the remaining survivors is counting on you to hold them off idk
You should add gun/ammo Or mounted turret Imagine with your friends inside the wall defending the base while amount of parasite horde attacking the base
@@CrimsonGamingMC I honestly don't even know why people are complaining when nearly everything is highly configurable. You can change everything from adaptation levels, to how much damage the mobs do, to even disabling them entirely. Besides, not every mod needs to be balanced around vanilla minecraft. There's plenty of "diamond sword does 100 damage" mods out there to give you an advantage.
I just think a genuine challenge is one of the appeals of this mod and while yeah, it does remove the more casual crowd i just enjoy that there is finally an apocalypse mod and that feels like a apocalypse. Where you have to think tactfully about your actions to stay alive and change your behaviour when its installed.
And gives u a good excuse to use other mods that give insane over powered shit. Altho I think it would be wise to add difficulty options for players since allot of these buffs to the parasites seem like they'r starting to become a tad bit unfair
@@elishafollet5347 I mean i would much rather have something "unfair" that you could disable through the mod menu then have the whole mod be so bland, boring and forgettable that i dont see a point to install it in the first place
Hopefully that armor gets implemented. Basically a normal Playthru of scape in one parasites without 700 mod packs will just make it a miserable experience.
yeesh. this looks borderline unplayable at this point without extra mods, I get the parasites are supposed to be scary, but the fact that they hit hard, super fast, have oppressive debuffs, and can become immune to damage….including their main weakness?!
@@zombeslayas3695 thats in pure the mod is imposable to even try and there is only a handful that are that hard. now with a modded game that adds late game power house gear its more doable. the RLcraft mod pack has it in a demention all on its own because its THAT bad. even RLCRAFT SEPERATES IT INTO ITS OWN REALM!!! and the pack is nativly unfair but when they make something seperated like that then its ungodly unfair.
I know that this mod might be quite impossible to beat, but damn those parasite looks like demons that you could fight in Devil May Cry, imagine if a DMC mod exist and combined with this mod, it would be sick!
I under the point of the mod is to be constantly on the run and struggling to survive, but honestly at this point I feel it’s becoming too difficult to even… run. Everything is so fast, or can teleport, or simply can just outlast you. Which, again, I understand is the point. But personally I just can’t see this mod being used a lot once it’s done. It’s gorgeous, so much talent went into it, but there’s nothing to do. You can’t fight, can’t fix the problem fully, can’t undo the damage, and can never feel safe or even be confident you’re outrunning the danger. If that is the goal of the devs, that’s fair and congrats. I just hope they add some way to make it easier for those who enjoy the concept but don’t want… an unstoppable force meeting an enter ally respawning object.
what the purifier actully does because I don't really understand because when I use it it just get rid of the fog in parasite Biome and also I need a bunch to recover an entire biome but does it remove the parasite block and retransform into the normal ones ? if not I hope they do an update because that could be really cool to recover places in your world !
It sets the biome within a 3x3 chunk radius to plains, but doesn't change the blocks, you have do do that manually. Hopefully in the future it'll either fully revert it (blocks included), or at least set the biome to what it had been before it got infected, instead of just always plains
If the Ender Dragon can be assimilated, then who knows what horrors could the Parasites unleash onto: Fox Dolphin Sniffer Armadillo Panda Illager / Pillager Ravager Witch Warden
Sucks that this mod is so horribly balanced. It’s obvious that a lot of work was put into it and it’s very cool, but if it’s impossible to play then no one will. It desperately needs balance changes and some ways for players to actually fight against the parasites. Also the damage adaptation should either be completely reworked or removed, the parasites are OP enough without being functionally invincible after a few fights.
There is nothing really to assimilat, it is just a bunch of bones. I think the with storm is too aggresive for the parasites and could kill them easily.
It would be good if parasites could not adapt or rather survive in cold climates, one explanation for this would be that when they get to a cold climate their adaptability turns off. xd
afaik they said they would port it to newer versions of Minecraft once it was fully finished,I do however hope they do it sooner to at least a couple of later versions(say,at least up to 1.15 or .16) even if it's not complete,just so there are more mods to try out with SRP and also so it becomes more accesible to more people
I just hope that if in the future there's an update like 3.5.9 it's not just 1.12.2 only cause I really want to see parasites adapt to the damage of the demon slayer mod.
seeing parasites and demons clash would be a good show, mostly because there's a mob in the DS mod that's basically invincible and can one shot almost anything.
First, if these things adapt to fire we are screwed, second I just cannot wait to see the devs make an assimilated Warden, we know it's coming soon if it isn't already here
As of today (1/11/23) the SRP Patreon page has been launched! With a monthly subscription you will have access to special mod content, depending on your membership level. Go check it out!
Official SRP Patreon Page: patreon.com/srpparasites?Link&
NOTE: The revenue generated from this page will be split *evenly* across the dev team!
In the mode, the creatures do not attack the villagers, they only attack us. Can you fix this?
Can you review minecraft chocolate quest repoured mod for 1.12.2, great mod.
What shader are u using
@@buraktural3572At first phases of evolution of parasites, parasites will doesn’t attack to passive mobs (like Villager Pig Sheep etc.)
I think they should focus on Aquatic-based Parasite developement.
I hate that they are making it possible for parasites to become immune to fire, them being nearly powerless against it was a cool gimmick and a huge plus for me since a big weakness like that fits this kind of mod. Also i still think that parasites should at least try to escape the nether as soon as they for some reason get there since it would fit the whole fire weakness thing while also giving u a - depending on the parasite phase - safer or more dangerous, but still parasite free place with more limited resources. Really hope they revert the adapting to fire cuz its gonna make the mod less fun.
I wouldn't mind having *one* parasite that could adapt to fire
@@CrimsonGamingMC ye but it should be limited to the parasite biome so the nether stays parasite free.
@@boi2192 I think they have a "progression system" planned for parasites to be able to invade other dimensions once they conquer one. That would likely include the nether.
At the very least, it should be a config option that's disabled by default.
"make the mod less fun" seems to be the general design philosophy with Scape and Run.
There is a difference between difficult and unfair
The whole concept of their weakness to fire damage was like the only saving grace you could have
Taking that away would ruin the experience
Yeah, I’m just hoping they’re smart enough to keep that because if they remove the one saving grace of scape and run parasites I don’t think there’s going to be many people staying on board for this mod.
they already know pretty good its unfair, (yeah they think its unfair, not difficult) but thats kind of the style of the mod for now, until they implement a proper way to fight them
@@juanelgamer4569 the only way is to use other mods that are op.
@@mosshivenetwork117No not really
@@Pizza_Dude1920 I feel like they could add certain parasites that are more resistant to fire, and maybe they could make them extremely vulnerable to water, they could also add other things you can use to combat them other than just fire lol
I hope that armour gets implemented ASAP, god knows we need it
No way in hell its gonna get implemented
Its says scape and run parasites for a reason its made to be impossible to fight back so all you can do is just scape run
Well they could add it if they make the difficulty harder so even if you had that armor had every buff possible in 'later' world stages you still get folded and need to run and scape
@@yakuriyakumo Time to use cheats and guns.
@@yakuriyakumo
Lol.
I'd rather have armour that actually allows me to both survive as long as possible, and actually let me 'scape and run' in the later phases.
._.
As if the actual parasites weren’t bad enough, the mod literally makes you unable to protect yourself from them 💀
kinda the point, your not meant to fight them like their some random ass zombies
@@yerfriendlyneighborhoodsco3337 Then where's the game at? If every encounter leads to death, then all it really seems like is Minecraft but you die over and over and over and over and over.
Just like in real life i Guess
@@LoinkLoink you’re meant to fight parasites by thinking outside the box. You’re not supposed to view them as a zombie-like creature.
@@Pecora0ra Maybe this mod just isn't meant for me then. Because I want to play a game where you get to fight against the infection, maybe even have the occasional hero moment here and there. Not die like you're playing Happy Wheels if you so much as go outside.
Such a shame the mobs are so cracked and the player is so weak, this is one of the best, if not the absolute best, mods. I wish it was more balanced.
I wish it was feasible to play the mod in vanilla, but player-buffing mods are a must have
Wouldn't that erased the reason why it was made for?
@@countercomeback5504 good, the reason sucks
Yeah it's unfortunate.. Although the modders have stated the mod isn't created to be played vanilla, I truly wish to see a "Difficulty Slider" available in settings rather than having to go through the entire config, in the future.
This mod becomes playable with : ice and fire, forbidden and arcanus, some enchantment mods, and random loot mod.
I usually add tinkers and spartan
@@Jay2480 Oh, yea let's not forget those
@@kazekami7313 Yeah and tetra, lee's creatures!
@@Overlyamplified ngl whenever i have tetra i rarely ever use it because i have tinker’s, any tips on what it’s benefits are?
@@desuvult8463 Its awesome for early game, later on ofc you are going to use tinkers and ae for storage. It can completely shape your tool differently, thats why I want to add it, I would like for mod that Im working on to be complete different gameplay.
this entire mod feels like a spit in the face. Not only did they make the mobs piss off OP but they gave them all these new effects to match. If only the devs didn't hate their playerbase and add some stuff to help us out (yes I know about the armor but come on its been MONTHS and no crafting recipe) this mod could be great
i swear people refuse to have a mod where the point is your not meant to be able to fight back, you are meant to fucking run,as mod name implies past the early stages not much your meant to be able to do
@@yerfriendlyneighborhoodsco3337 it gets to the point that you can't run anymore or even fight.
@@aeronskycaps7214 add mods to combat the parasites, there's a ton of really cool mods that scale very well with scape and run.
@@justarandomperson6906 if it gets to the point where we have to ADD OTHER MODS you know it's bad
@@Nba2k20ishere well I usually play mods together, but for people who play mods standalone I could see how it could be super annoying.
A lot of people are talking about the difficulty for this mod... I have some really bad news.
Things won't get easier.
The devs have spoken about this in various ways at times.
I want to preface this I rarely die to Assimilated Endermen yet I believe they should be nerfed. The response by those on the project was "don't fight unless you're prepared" which doesn't work for a teleporting entity that also puts 20 mobs near you and does high damage. They then let them crawl after so using 2 block tall spots won't protect you.
They even have a damage cap on the parasites that if you hit gives the parasite a buff.
They even have a minim damage to deal to you.
They want this mod to be impossible, that is their intent. Without using Add-ons or counter balance mods it is likely impossible in the full mod and the devs are very likely to be hostile to those mods which balance things by implementing caps.
This mod is very unlikely to get easier and that sucks since this means it is in your best interest to make lures and keep it at phase 0-1 for the entire game. It is best to build in places entities won't spawn. It is best for you when playing the mod to not participate.
The difficulty would be completely fine for phase 8, breaking blocks with mob griefing off, slaughtering the player, this is the fail state. The fail state is general happens around phase 4. This is normally the phase where your base gets destroyed.
at the same time, i'm quite happy that there is a mod where you fight the clock like this (though going to other dimentions freezes it), mainly because that mod gives a purpose to the many, many mods out there with nigh overpowered weaponry and armors. its more fun to be able to make the doom BFG or broken tinker's construct weapons if you know that you will NEED these.
basically its perfect for a more endgame combat experience with an added element of arms race against the parasite that vanilla or SRP itself dont support.
This decision on the developers' behalf is outright laughable, might aswell make it so spawning in a new world with the mod installed just deletes your save.
Now listen, I'm all for games being difficult, but the big difference with this mod and difficult games is that in this mod there is basically no way to counter or even mitigate 99% of the threat with the exception of uninstalling the mod, right? I feel like this mod would work way better on a high risk-high reward system, where the extreme threat of parasites lets you get your hands on some extreme countermeasures. If fire is their weakness, you should be able to utilize that to the maximum, I know you can enchant a sword with fire aspect and bow with flame, but that really isn't enough to give you a fighting chance. The mod does introduce some weapons, but not only are they insanely hard to craft, given that you NEED to kill these abominations to get the required ingredients, but they're also insanely weak considering what it takes to get your hands on them.
I'm going off the premise that this mod should be a complete gameplay experience, which a lot of people think it should be. But when your best option to survive is to not engage with the game at all, there's some serious design flaws.
@@Scrufus really past the very early game its not that hard to keep the parasite phases low. Just pop a lure or 2 made with cobble and stuff you get from killing parasites once every 20 min when the phase goes up. At this point letting phases go beyond 1 (phase 0 isnt as good for harvesting materials) become a personal choice. This is because once the phase goes up, there is a 20 minutes period during which the parasites cannot gain evolution points, meaning you are free to lower it by using the weakest of lures and wont see it go up again for a while even though likely only 1 evolution point is missing.
And the devs of the mod make it pretty clear that the mod is NOT balanced around Vanilla, and that you should play it alongside other mods that increase your power and have a wider array of weapons (important with how adaptation works)
With how many mods increase player power, i find it nice there is a mod that does the opposite job and creates really strong enemies that make said increase in power justified instead of just overkill.
@@thorveim1174 By making it so you pretty much HAVE to play this mod with other mods that increase your strength, we completely miss out on the possible player-oriented side of THIS mod. Making the parasites weak to fire to a point where you can do something meaningful with that weakness, such as slowing them down by, say, 25%, or making them panic & lose aggro while they are on fire (right now the increase in the damage they take from fire is there but it's really not that helpful) and giving players more ways to manipulate fire would be great. Of course you could just download a mod that gives you a flamethrower or something stupid like that, but the parasites would still have literally zero exploitable weakness, even with other mods.
@@thorveim1174 Also, having to rely on the evolution phase being super low in order to survive is like... Why even play the mod if 90% of the content is absent? It would make sense for the last phases to be literal hell to survive in, but considering that survival becomes pretty much impossible come phase 4, it's literally just bad design
Srp had got to be one of my favorite mods out there, it’s just so interesting and unique, but Jesus Christ without help from some other op mods it’s unplayable
Yeah, like Vic's modern warfare or Flan's mod.
@@GuidoMistaJJBA my man is really makin Scape and run parasite more harder. Than the whole RLcraft💀
Its about time they added some way to combat these guys without dying almost instantly. I dont think thats what the mod authors want, since they need us to be terrified of parasites. But this is kind of out of hand now, isnt it
I feel like people will stop playing the mod unless something is added for the player
@@CrimsonGamingMC Ilike it as it is th perfect combination with HBM nuclear tech mod reloaded. Which normally makes you s powrfull you cantd ie anymore but it scales well with SRP.
@@stagnant-name5851 Yes, balance out eldritch Parasites with Nuclear arms.
@@CrimsonGamingMC That's what Im saying
I get it, they want their mod to be a challenge
But if they make it too hard, people will grow to hate them and stop playing their mod for being outright stupid with the difficulty
Now yes, hard difficulty doesn't instantly make a mod bad
Unless its really stupidly difficult with nearly no ways to counter it-
I love the idea of parasitic apocalypses with mutated creatures and stuff
Halo with the Flood, Fallout games with their mutants, Metro series, I just like apocalypses with mutated people and creatures to be such an awesome idea, especially parasitic stuff, The Thing is perfect
And if any of y'all know a really cool parasite apocalypse game fucking tell me I want to play it-
One of the main things keeping scape and run parasites of flow is, this is, of course, the incredible scare factor. Basically all the parasites are NIGHTMARE FUEL which people they keep coming to the mod. But when they keep killing you instantaneously, you’re not even scared of them anymore you’re just annoyed at them.
At this point, someone should make a mod specifically designed to balance the Scape and Run mod. I imagine there would be a ton of downloads.
I'd download it lol
Neocranium has been pouring hours upon hours into building a Scape and Run server where depending on how well you prepare, playing into stage 5-6 is actually feasible and only the real nasty variations will give you trouble. He's currently got server stability and Nether active with over 50 players.
@@raijinwolf2248 ay I play in that server
From what I've heard, the Devs have been really hostile towards that idea, it would likely cause a lot of drama. But personally, I don't give a shit.
The problem is, they have an entire team looking for add ons like that.
Let's make a mod addon anyway!
It would be nice if the game dev made the mod actually playable one day 🗿
Good luck, your opinion need it with how Minecraft going without anything interesting about it. The mods exactly like this is the only thing keeping it alive
@@countercomeback5504 stop being a pretentious dick and realise that the developers have no sense of balance at all, it isn't fun and they're far too petty and aggressive to listen to any sort of feedback
@@countercomeback5504 are you ignorant on purpose?
@@countercomeback5504 Huh? Are you saying that their opinion is bad or good?
@@countercomeback5504RLcraft litteraly does the same thing this is done except add more content well also keeping it balance
There’s a difference between kicking your players every time they make progress by adding new features and going as far as to make the only weakness they have be immune within a few evolution cycles vs making a challenging game before playable and enjoyable
srp is probably one of the most unique and complex mods i have ever stumbled across, great job covering everything such in depth!
but sadly its still to early to be playable in any fair way unless ya mix in some heavy hitter mods
@@lechking941 before i play this mod i always get mods to help me like turret mods and new items wofl armor etc etc.
@@lechking941well have you read the name lol its says scape and run
@@yakuriyakumo that’s doesn’t mean anything
@@yakuriyakumo that done mean shit boi, did you not read i say its to early because right now you have not eather items or tricks in the bag to try and avoid the parasites or they are so strong no fucking god can save you minus creative modeing the shit out of a base in day -1 and hoping to hell you can murder hobo all the mobs near you. because in order to fight the basics you need diamond gear full enchanted. now if you add as someone noted ice and fire you have some both ppowerful pets but also gear this can help survive but you need a ton of other tihngs to live. there is just to much power to the parasites in a solo this vs vanilla ya cant live even in netherite with maxed enchantments into broken levels.
It's good that they're finally adding in armor but with the rate they're adding mobs, status effects and mechanics I don't think it'll matter. There's too much to keep track of and they just won't stop buffing or adding in new insanely overpowered mechanics. Cool mod, but I'm not really sure if it's a playable mod.
tbh, i used to be pretty interested in this mod, but it's just kinda gone overboard at this point, the concept of having this tug-of-war or constant back-and-forth siege with an ever-evolving enemy like this was a really neat concept, but it's at the point where there's no real good way to fight against it. any damage you do eventually becomes ineffective or outright useless thanks to adaptability and the *insane* health values, half these things have abilities that kill you either within seconds or just instantly, armor or not, and you might as well not even build defenses since these things can just destroy huge swaths of blocks at once. what's the point of even attempting a challenge when it's completely rigged, y'know?
If you're still looking for a mod where you have a tug of war again an enemy that changes tactics as you fight it, try checking out the Mi Alliance mod. Its possible with completely vanilla stuff, but the mod dev says that Mi Alliance is best used with mods that add powerful weapons and gear Tinker's Construct and Ars Nouveau but in those mods you never have a use for them.
its also made for 1.18.2 if you like some of the more modern features of minecraft.
@@tabithal2977mi alliance being based
I feel like the debuffs this mod adds are often more annoying than the enemies that inflict them themselves.
Fear, needler, and corrosion are my least favorite
@@CrimsonGamingMC on btw fear has a 70% chance to: fail to place blocks etc I forgor about the other two but they are extremely experimental features
Fear is, hands down, the worst game mechanic I’ve ever seen in anything
@@fabroski7113along with viral for the very simple yet annoying fact that both debuffs are stupidly common and the fact they are both damage multiplication debuffs
This mod really strongly reminds me of Draconic Evolution. On one side you have the cool factor, on the other you have the devs being massive spergs about the fact it's an unbalanced shitshow.
And they apparently don’t like it when people make and/or download mods that make survival against the parasites easier.
8:12 It's so cursed to hear "quality of life" with this mod.
Your completely right
That's because you know that even they have realise that they have gone too far.
I was thinking about mod that overhauls dimension system, electricity and magic. This is definitely going on my list! I will try to make modpack as good as possible and notify you when it cones out!
RLCraft does something smart called stuffing this mod into a separate dimension as an optional challenge.
They need to make a mega purifier for Parasites biomes
Yes please!
Sure but it will probably cost you a couple of emerald blocks, diamond blocks etc.
That's called a hydrogen bomb
@@redman7775 At this point, that's like the only fitting answer. Just nuke the entire earth. Can't infect anything when there is nothing.
Installs nuke mod
Finally, new armor in development and other various items! Seems like gear is slowly but surely getting worked on. God knows just how many people will start playing again because some balancing will be implemented sooner or later. But god, the new debuffs are just...no. Hope one of the new armor sets can or has an affect that makes it so you don't get them,or atleast resists to them. Also props to you my guy, you do an amazing job on telling bout so much in such little time with nearly, if not all the details. Keep it up!
there was gear in this but they prob removed it in favor of making the mod more unfair
Glad to see you're still keeping your youtube dream going. You seem to have a good foothold, keep it up man
Thank you, I will try!
Can't wait for this mod to be implemented in an up-to-date and worth developing for version of MC!
The marauder looks a lot like a flood juggernaut
Ain't the only one who thought of that!
Not to mention the needler effect.
Where it explodes and does a buncha damage.
And the supposed Gravemind like Entity that's been hinted at causing the infection in the first place.
Definitely an inspiration iirc
Now that I think about it, these changes at 7:48 could be more impactful than I original thought 🤔
Interesting
Also i think you missed the most broken thing they have added ever, which is viral affecting mínimal damage on 1.9.8, which basicly makes any parasite able to two shot you no matter your armor, like a funny green grunt can two shot you with an armor set 3 times better than diamond, while also being enchanted with prot 4
Kinda random, but love to get some info on the blocks in the parasite biome. I have never seen anyone cover those before
@@totalorganfailuregaming3252 That's busted as hell. I really hope they add something that allows players to resist that...
can i mix this mod with my favorite "thermo-nuclear bombs' mod?
I liked the landscape in the intro with a pixel Crimson wearing a Santa hat. My favorite addition is the biome fog. I hope Buglins can come out of the ground during this event. That would be a crazy superzal.
I changed my Minecraft character for Christmas! Biome fog is both cool and annoying, makes it really hard to see
Talking about weapons and armor. I think that creators are working at the mobs and everything else first, and then they will work on weapons and armor. Like... they want to show us the whole parasite shit before giving us a small light of hope of surviving in this now God forsaken world
if i was the Mod Creator i would add a few Parasite themed items that specifically deal fire Damage (and should be craftable semi-easy)
plus maybe add a "Panic" effect to the parasites (atleast the Non Boss varients) meaning while on fire they lose aggro and run away (like a pig that you punched)
while this would still not "Balance" it completely it would give you a fighting chance
This is so freaking amazing. Loving every little detail of this
Okay, we get it, the parasites are meant to be powerful and dangerous... But Holly Shit the developers REALLY want us to suffer. Like, without additional mods that adds powerful weapons, armor, or enchantments, there is no way to even fight back once they start to evolve.
I know the mod is still in development and that we have addons to mitigate this but... Don't get me wrong! I love the mod and what it intends to accomplish, but it kinda bugs me everytime I try to play with...
I'd say we should just wait until the armor is implemented, i think its gonna be a gamechanger.
@@Insidiouskiller but, unfortunately they look like they're gonna make it extremely rare (to find it or craft it)
I love this mod. It's so unbalance and OP that it makes it fun and challenging to counter them with other OP mods and survival mods. HBM's extended, bauble mods, robotic parts, techguns, icbm, tons of enchantment mods, inventory pets, tons of tech mods and adventure/rpg mods, tough as nails, darker nights, lost cities, etc. Me and my friends be having on a full sets of Lunar gear from HBM's with modifications and enchantments on it, 35+ hearts with enchanted golden apple, enchanted baubles with all slots full, splashing potions, and still be taking massive damage. This is phase 8 WITH colonies on AND in a biome. It's nice because you're OP but the parasites are also OP so it balances each other out with makes it really fun. Some of the most intense moments I've had in Minecraft.
It's nice to not be able to walk over everything once you get certain items/gear, makes the game more fun that way
maybe for you but many people pc cannot handle that and people who also like to play the game not with a dozen mods (literally ME)
I played this mod, u really getten every detail, its one hell of a difficult mod
the worse part is the fact shaze the mad man of RLcraft added it into the mod in its own demention.
@@lechking941 wait there's a dimension for it in rlc???
@@foundationx4374 ya in the RLcraft wiki it tell ya everything ya need to know (idk why my old reply is not here were i linked it. eh) but its endgame content like even more end game then most of the pack
Minecraft mods are getting terrifying good
I wonder if the armor and weapons will have their own adaptation effect, where the armor will give certain effects depending on how long you've been using it and higher tiered armors give you much better effects.
As for the weapons maybe it'll have the effect of giving status ailments and have it so that the parasites can't adapt to it as fast like the vanilla weapons and the highest tier of it makes it so the parasites can't adapt to it.
Like we somehow create a helpful strain of the parasite... Virus? Organism?
I can dig it
Honestly I like that this mod is so busted, it gives a good challenge when all my other mods make me too overpowered
Finally, the armor I was talking about last video.
Hopefully they have some op buffs or eliminate those pesky debuffs. Plus, I hope the armors have an organic, Guyver appearance; just to match the creepy, biological design of the enemies.
As of now there is a description on what both armor sets do,they grant the user access to the adaptation system living armor can learn 5 damage sources sentient armor can learn 7 damage sources
2:38 I never thought id hear someone very formally say "This tunnel will periodically crap out buglins" today.
I never thought I would say something like that
Man this mod has been on one hell of a journey huh. So much new stuff has shown up. Tho idk if I'll be up for with how things are getting harder. There have been other mods showing up with their own "mobs spread and take over the minecraft world" mechanics tho that have been fun to mess with while waiting for Scape and Run to be more complete, and maybe it'll end up being a warm-up to S&R. I've mainly played Mi Alliance in 1.16 (currently porting to 1.18) which is not technically infection but more like some government nation of white slimes is spreading by occupying territory by building bases of their own. The models leave something to be desired but the ai is impressive and you can use their items to make your own army against them. A more recent mod called Sculk Horde in 1.16 I haven't had much time with but it seems promising and is more "infection" related. There's also some kind of hivemind ai feature but I don't understand it works yet.
Would rather have dificulty options to adjust depending of supporting mods.
It's a hard thing to balance. It's clear the authors want a mod that will always be a challenge, will always kick you hard without mercy. Which in its own way, is awesome. But this is where the balance needs to come in. You can keep the mod a scary mofo, but still add in ways for the players to fight back. Methods of protecting your base until certain phases perhaps, encouraging active player management, specific tools to deal with specific parasites perhaps? I kinda picture this mod would be epic with a Witcher style combat system, if yall get what I mean.
when 1.20 comes out fully, can you review 1.20 vanilla friendly mobs?
I'll probably do another mod list but I can't promise it will be vanilla friendly themed
@@CrimsonGamingMC ok thanks!
Holy crap, I don't know how purifiers worked previously as I didn't test them, but l am really glad that they now work against infestations even when they haven't infested an entire biome.
Wouldn't it be very coold if they added cool skills or effects for each weapon type? So that we can have atleast a fighting chance against the parasites?
I hope the armor sets give buffs (like rage) to the player. If I remember correctly, the living weapons apply bleeding and the sentient weapons apply....viral?
@@CrimsonGamingMC Oh I see! Maybe in the near future, they might focus more on the equipment and some ways to obtain them without getting overrun by the parasites!
Just when I thought things couldn’t get any worse… this is gonna hurt 😖
I am in love with this mod, and you do a great job covering it. Awesome.
Thank you
I wonder if the mod updates to 1.19, how would we fight them. Like there are many new mobs in the game added like the pillagers, ravagers,bees, piglins, hoglins,warden etc. Whether they jave assimilated versions especially the assimilated warden which would kill u with one shot even with prop 4 netherite Armor
2:38 his wording tho
the biome: full of fog that hides the most horryfing, cruel creatures
also the biome: *JUAN*
i know the mod is called Scape and Run and all but what's the point of making sick ass parasite designs when you DONT wanna throw hands with them on instinct because their damage is so ridiculous? players need a one-up on these things at least!
We can't appreciate the parasites' textures, models, or mechanics because we die in seconds
Or more so the fact that you will never see half of them because some random enderman teleports an ecosystem on top of you in phase 1.
Hell, you can't even really run, they'll just keep spawning on you constantly, or teleport to you
i wish they'd make a 1.16.5 version or something :(
I have found this mod a lot of fun to play if you add in some flans mod weaponry like guns, explosives and flamethrowers hehe, of course they are difficult to craft though so it balances pretty well
little late to the show but i like the idea of it being impossible to stop. So you build up you try to slow it down but one day it just gets to hard and you have to move to the nether or something, a place that's hard to get to and survive for the parasites. Ad a few mods that give you more utilities to use against them. Nothing over powered. basically you end up surviving in a safe haven, (even if its not nice) until the devs add a way to save your world or someone makes a mod that allows you to reverse the effect, or you just survive there sneaking into the overworld to cause some damage and to hunt for food or items or something you need.
or you can just have a last heroic stand and pretend a ship full of the remaining survivors is counting on you to hold them off idk
You should add gun/ammo
Or mounted turret
Imagine with your friends inside the wall defending the base while amount of parasite horde attacking the base
This mod is a no joke those parasites don't play around
I actually love how cartoonishly difficult this mod is. It's got a charm to it.
I gotta say this comment is a breath of fresh air, everyone else is complaining💀
@@CrimsonGamingMC I honestly don't even know why people are complaining when nearly everything is highly configurable. You can change everything from adaptation levels, to how much damage the mobs do, to even disabling them entirely. Besides, not every mod needs to be balanced around vanilla minecraft. There's plenty of "diamond sword does 100 damage" mods out there to give you an advantage.
I just think a genuine challenge is one of the appeals of this mod and while yeah, it does remove the more casual crowd i just enjoy that there is finally an apocalypse mod and that feels like a apocalypse.
Where you have to think tactfully about your actions to stay alive and change your behaviour when its installed.
And gives u a good excuse to use other mods that give insane over powered shit. Altho I think it would be wise to add difficulty options for players since allot of these buffs to the parasites seem like they'r starting to become a tad bit unfair
@@elishafollet5347 I mean i would much rather have something "unfair" that you could disable through the mod menu then have the whole mod be so bland, boring and forgettable that i dont see a point to install it in the first place
@@elishafollet5347 Plus they already talked about the next big update being for armour which will boost survivability a ton
The idea that the horrific monsters of the apocalypse are beatable is retarded.
With how scary this mod keeps getting I'm going to need to have someone update the ICBM mod to nuke the parasites
Hopefully that armor gets implemented. Basically a normal Playthru of scape in one parasites without 700 mod packs will just make it a miserable experience.
yeesh. this looks borderline unplayable at this point without extra mods, I get the parasites are supposed to be scary, but the fact that they hit hard, super fast, have oppressive debuffs, and can become immune to damage….including their main weakness?!
You're crazy if you try to play this mod in vanilla
4:00 imagine curing a parasitic infestation with milk
Well when you put it like that....
Imagine curing blindness with milk.
imagine curing withering to death with milk
I SEE THE ASSIMULATED DRAGON DINNERBONED!!! 8:48
YES!!!
@@CrimsonGamingMC only question, why did ya make the poor thing that way.
Good lord, how are you even supposed to do anything when they shit out so many debuffs that are unremovable ?
"shit out so many debuffs" haha. I laughed way too hard at this
can’t believe srp predicted the Warden in vanilla. what a lucky guess
So theoretically how hard would this mod be in vanilla?
Impossible
currently immposable if you want to try it in a real hard setting try RLcraft
Even in pure vanilla?
@@zombeslayas3695 thats in pure the mod is imposable to even try and there is only a handful that are that hard. now with a modded game that adds late game power house gear its more doable. the RLcraft mod pack has it in a demention all on its own because its THAT bad. even RLCRAFT SEPERATES IT INTO ITS OWN REALM!!! and the pack is nativly unfair but when they make something seperated like that then its ungodly unfair.
I record these videos in vanilla, I die on repeat unless I give myself max regeneration and resistance
if you thought The Last Of Us, World War Z and Left For Death zombie apocalypses were deadly....
I don't know what to tell you about this one....
I know that this mod might be quite impossible to beat, but damn those parasite looks like demons that you could fight in Devil May Cry, imagine if a DMC mod exist and combined with this mod, it would be sick!
My opinion on most of the update summarized in one meme:
YOU WHAAAATT!?!??!!?
When will this mod be survival playable
Needler is a Halo reference
Viral seems to have become a Warframe one
You should make a video on all the parasites so far.
I under the point of the mod is to be constantly on the run and struggling to survive, but honestly at this point I feel it’s becoming too difficult to even… run. Everything is so fast, or can teleport, or simply can just outlast you.
Which, again, I understand is the point. But personally I just can’t see this mod being used a lot once it’s done. It’s gorgeous, so much talent went into it, but there’s nothing to do.
You can’t fight, can’t fix the problem fully, can’t undo the damage, and can never feel safe or even be confident you’re outrunning the danger.
If that is the goal of the devs, that’s fair and congrats.
I just hope they add some way to make it easier for those who enjoy the concept but don’t want… an unstoppable force meeting an enter ally respawning object.
your alive?
Nice video
令人絕望的更新 我太喜歡了XD
需要更多治療 攻擊類模組
Honestly, you'll need to install something like avaritia or techguns to stand a chance.
Not gonna lie, its mods that reach this level of power that have forced me to empower my own.
what the purifier actully does because I don't really understand because when I use it it just get rid of the fog in parasite Biome and also I need a bunch to recover an entire biome but does it remove the parasite block and retransform into the normal ones ? if not I hope they do an update because that could be really cool to recover places in your world !
It sets the biome within a 3x3 chunk radius to plains, but doesn't change the blocks, you have do do that manually. Hopefully in the future it'll either fully revert it (blocks included), or at least set the biome to what it had been before it got infected, instead of just always plains
@@the_phantom_cat7912 Thanks even if I commented this like almost a year ago lmao !
Scape and Run devs on there way to make the most unplayable experience imaginable:
the only way to restore the balance is to have a weapon that has the debuff to reduce the monsters armor
maybe some acid shot to reduce their atk, speed, armor for some time
bro the enderman is very broken they should fix it 💀
If the Ender Dragon can be assimilated, then who knows what horrors could the Parasites unleash onto:
Fox
Dolphin
Sniffer
Armadillo
Panda
Illager / Pillager
Ravager
Witch
Warden
Can you add command to change how the chance to spawn beacon cuz is kinda getting annoying for me everytime I clear up parasites
The configs most likely have a setting for this, like a spawnweight thing
Amazing video as always!
Thanks uu
Sucks that this mod is so horribly balanced. It’s obvious that a lot of work was put into it and it’s very cool, but if it’s impossible to play then no one will. It desperately needs balance changes and some ways for players to actually fight against the parasites. Also the damage adaptation should either be completely reworked or removed, the parasites are OP enough without being functionally invincible after a few fights.
Coth can definitely spread through walls
The changelog noted that coth couldn't go through walls. Maybe the devs did an oopsies?
Hey crimson! the graveyard mods has had a new update in which they added a new boss. hope you can check it out and possibly make a video about it!
Your videos are good, but can you make a review of the titans mod?
imagine they'd consider making an assimilated wither / wither storm
Those actually sounds like pretty cool boss ideas
*assimilated Warden intensifies*
@@countchompula1896 warden is already assimilated by sculk, so it'd make sense if both sculk & parasitic infections fought each other
There is nothing really to assimilat, it is just a bunch of bones. I think the with storm is too aggresive for the parasites and could kill them easily.
@@countchompula1896 i think that just make it impossible than RLcraft
I have yet to see this mod get a mob nerfed or something, every update is just making it harder to play
Primitive longarms had its health reduced from 70 to 45, but that's about it for the nerfs
This mod is much more playable with commands, infinity armor, overpowered guns lol
It would be good if parasites could not adapt or rather survive in cold climates, one explanation for this would be that when they get to a cold climate their adaptability turns off. xd
there's a small part of me that wants srp to be in 1.19 so we can get an assimalated warden(vanilla warden)
I would get this mod just to test the limits of Minecraft survival, to test the limits of the man Steve himself.
Damn they actually made the hardest mod to ever exist in Minecraft History 💀
Man I hope that one day in the far far future they update the mod to later versions
afaik they said they would port it to newer versions of Minecraft once it was fully finished,I do however hope they do it sooner to at least a couple of later versions(say,at least up to 1.15 or .16) even if it's not complete,just so there are more mods to try out with SRP and also so it becomes more accesible to more people
If this mod updates to 1.19, then it's make it easy since the warden is added, spawn a ton of wardens & make them fight the beckon
I just hope that if in the future there's an update like 3.5.9 it's not just 1.12.2 only cause I really want to see parasites adapt to the damage of the demon slayer mod.
seeing parasites and demons clash would be a good show, mostly because there's a mob in the DS mod that's basically invincible and can one shot almost anything.
@@OfficialZubakovaZestyAlphamoreover Muzan looks like a parasite
First, if these things adapt to fire we are screwed, second I just cannot wait to see the devs make an assimilated Warden, we know it's coming soon if it isn't already here
Warden is already an infected assimilated by sculk, it'll be nice if atleast warden be the only mob to defeat parasites
@@cvk4488 wait the sculk is a parasite?
@@elishafollet5347 i would say the sculk is more like a fungus
@@bruhgod123 I figured it was more like a type of moss but shrooms also make sense
@@elishafollet5347 yea its more like some alien moss or smth
5:12 that’s some nice sfx
Ahhh hell yeah
Can't wait to be added in RLCraft
Basically the only viable strat is to keep the infection level so low you’re not expiercing half the mod lol
Wow your channel is growing
Best of luck for your future
Btw do you remember me?
Yes I remember you! Are you still doing Minecraft lets plays?
@@CrimsonGamingMC ok when