If I got any information wrong in the video please let me know! I'll edit this comment and put corrections here :) Also, Happy 2022 everyone! Here's a list of corrections: (These corrections are courteous of Robert25) - The residue doesn't spawn rupters, the host itself spawns them while underground, it also has a melee aoe attack of 10 dmg - Marauder isn't an evolution of grunt even if they're similar, grunt is just a common troop for high phases, marauder will also have other abilities to not be a tankier version of warden - Players can't spread call of the hive, it was removed as it was too hard not to spread it, also it's prob because human's system is more advanced so it's inmune to coth until death - Biomass is produced by beckons, instead of parasites spawning suddenly they throw this biomass which increases in size until explodes and the parasite is formed, this is because beckons are clone machines, they get energy and adn from deep underground where a mysterious entity we call "The Source" is awakening and sending parasites to the surface, we do not know more about it
I think the host looks a lot like shin godzilla's tail at the end of the movie too, with the sprouting humans and sprawling black main body. Good designs.
I hope they add in more ways for a person to deal with the parasites without including any new mods. It's pretty clear you aren't gonna be able to win against these guys with just netherite gear and the new weapons. I would love bunkers, camouflage armor, some way to perhaps control these parasites for yourself.
I'm actually playing this with Flan's mod! Also, the quantum and nanosuit armor from Industrialcraft helps a ton (and so do the gunpowder recipes). But you're right. There needs to be a better anti-parasite system built into it if people don't want to play certain mods like Flan's guns or Industrialcraft.
Given the way the parasites have been shown to be consistently weak to fire, I'm hoping the Nether becomes some sort of safe haven where parasites suffer debuffs from the intense heat.
The only anti parasite system is the lure and not sleeping like at phase 0 and 1 to prevent going phase 2 , but it's not fun like ur not playing the mod and phase 2 u get assimilated enderman who are broken 🤧
Some of the parasites feel like they were almost copy and pasted from the flood, so I completely agree with that statement. And yeah, this mod is going to be a big one for awhile! ♥
Peaceful mode can defeat the parasites lol. But on a serious note, without cheating there's really no way to beat this mod unless you have other mods installed that give you strong armor/tools.
Lore wise, assimilated endermen would mean that no dimension is safe since endermen show up in all three dimensions, hinting that they can freely teleport between the three.
Pretty sure for the parasite to teleport to the end they will have to have the memories of the endermen, like all the other parasites, they do not possess knowledge of any so i highly doubt a infected endermen would be able to teleport to the end and nether.
@@LazyLoonz I suppose there's that, but it's all a game of chance until one of them randomly does the right thing and ends up at the end. Even if it never happens anytime soon, and the end stays safe, any and all open nether portals not in a non contaminated area would lead to the nether's fall.
From what I've heard the mod has a highly configurable config, so you should be able to disable it. Fear has a _chance_ of canceling GUI interactions, so unless you're super unlucky you will be able to get into your inventory eventually
I cant remember what mod it was but it also had a fear effect. Fear in this mod forced you to look away from the monster causing it, and made your camera shake too.
Love the concepts and designs of this mod. I just hope they give more evolutions purposes or unique functions because to me many of them are fairly uninteresting outside of their grotesque designs. Would love to see the creatures with unique attack animations, weapons with parasite combating functions. I really don't want this mod to fall victim to scope creep. A lot of systems are looking barebones. For example, the fear mechanic just seems unnecessary and unfun to play with, and the same goes for adaptive damage types. If the objective is to vary the player's combat approach, perhaps give the creature a visual appearance when it is resistant to melee damage like the Wither instead of simply changing its resistance, turning a blind eye to the player, assuming they are using a health display mod to check the damage they are doing. Many things seem tacked on. Of course, this can be improved upon through focused development, if the developers are willing to take time to do that. It would make me happy to see this mod improve upon itself because it is quite unique and deserves it.
Yeah some of these designs seem absurd, and a little rough around the edges. You can't have a mob that's super fast, tanky and strong at the same time while debuffing the hell out of you
Also the global evolution phases. It feels super indirect and goes against the idea of territorial conquest that seems to be the core of the mod. There is no fun in pushing against an army that can not be contained and has untouchable infrastructure.
I would like to see the faction (or just NPCs) that fight with the parasites. Something like in vampires mod where we have 2 faction fighting each other.
this mod is great and I love the way the parasites look and the direction they are taking the mod but I feel like they should give the players a genuine chance to fight back against this monolithic threat. I know we have tools given to us from the mod and since its 1.12 there are a plethora of other mods that could help even out the playing field but I feel like the mod itself should have armor that the player can craft that gives them far greater stats than diamond and netherite combined (yes I know netherite doesn't exist in this version) also, perhaps even a method to reduce the evolution phases back to lower stages, so that your world isn't forever fucked after like stage 5 evolution. They probably have plans for that sort of thing in the future who knows
It would be nice to have a set of armor you can get from killing primitive/adapted, pure, and ancient parasites. Maybe this armor could have resistance against fear, viral, corrosive, etc. and along with other benefits. I believe you can bring the evolution phase down by decreasing how many points the parasites have. So if you bring the points down below the threshold of a certain phase, the phase will decrease
Personally i think a weakening effect might be a good option for a weapon against the parasites. It'd be a targetted effect, and would simply increase the damage they take and slightly reduce damage dealt for a time. Thing is, players are going to have to keep track of which parasite has been weakened, and for how long, or they run the risk of unknowingly fighting a losing battle. They will also have to try and do as much damage as they safely can, before the effect wears off and another dosage needs to be spent. Weakening a parasite, then wasting time even from healing yourself, will also waste the weakening effect. We used to have a in-game command trick that made a negative Resistance status effect. Something like this might work.
@@CrimsonGamingMC Imagine if the armor had some drawback like it's really effective against the Parasites but wearing it for too long like maybe weakens you or something
@@CrimsonGamingMC How do you decrease the points? I’ve never played the mod, but the idea of evolution phases being incapable of being decreased sounds freaky and tough.
@@brockrumery3073 The points are increased by the parasites assimilating mobs, infesting blocks, and killing mobs. So basically you need to stop them from doing that. Take out all beckons you come across, purify biomes once you destroy the node, and clean up infested blocks. Also use lure blocks to decrease the points, simply place them down and right click them with an empty hand (stronger lures will decrease the points more)
The parasite colony with the immunity to viruses and corrosion...I would live forever and still look shiny. Sign me up! And I like the ability to heal quickly with increased health, and the muscle 💪
@@CrimsonGamingMC it be cool if there was a way to be a parasite and your goal is to infest the world and you start out as 1 weak parasite and try not to die tell you get strong enough
I wish they had this update when I was playing it with my friends in a server. The only problem with it is that we wanted to play with energy mods, but they were way to op for the parsites so it got really easy to kill them afterwards.
@@alexanderfowler5359 A lot of 'energy' mods add weapons that are disgustingly powerful, though. Like, the kind of overpowered that would let them curb stomp RLCraft, which I'd argue is probably harder than Parasites because of the damn dragons aggroing on you from half a km away and instakilling you because you just respawned after being killed by some bs in a different part of the world. Actually, weapon mods are the only way I see players having a chance against the parasites. The Voltz modpack from the Technic launcher is a great example of absolutely busted weapons, there's nukes and shit and it's awesome.
I have a suggestion for a mod showcase, its a maaaaasssive mod thats been quite forgotten, its called "the nevermine mod" I think, featuring an amazing 19 dimensions, its really fat tho, so if its a lot to cover, I'd understand if u don't, but do give it a check, be cool to see that mod get the proper love it deserves
I looked it up and found something called "Advent of Ascension (Nevermine). I'll be honest, I really hate doing big mods lol, I nearly went insane making the Undergarden video (no joke). Looks like a really well done mod, but for now I will have to pass on it sorry. Perhaps when I feel ambitious or have more time on my hands I will make a video over it :)
we had a stage 4 beckon spawn on the coast of our island which eventually sprouted a parasite biome. we have been searching for a hot while now and we have yet to find the node (and the beckon mysteriously.. vanished?)
Sorry for the late response, your comment was in spam for some reason. I had the exact thing happen to me too, though I think I switched it to peaceful mode so that's probably the reason for my beckon disappearing. Perhaps a colony structure spawned on top of your beckon and suffocated it? I highly doubt that because those things don't die easily. Other than peaceful mode despawning it, I don't really have any other ideas for its disappearance.
This looks really cool. I just wish there was a video summerizing everything up to now, so if I where to hypothetically play a new world with this mod, I wouldn't be guessing what to do until it hits the fan
There are a few videos that fully explain the mod but they are outdated. 🤔 Basically what you need to do in order to "correctly" play this mod is to keep the evolution phases as low as possible. So you can prevent crap from hitting the fan by killing parasites and removing block infestation, this will slow down the phases. Also, gather lava and flint and steel asap
This mod looks hella cool, but when I played it with my friend, we had to make our base underground because even the weakest mobs do a ton of damage. We didn't really think it was very balanced, I would assume a mod that gives everyone an infinite ammo flamethrower would balance this
Honestly the parasites seem really reminiscent of the flood from halo, but I love that imo. I wonder if the mod author is going to make the parasites become more 'intelligent' and form central intelligences like a 'gravemind'?
They could very well add something like that, the mod is still in early development. Currently in the lore, there is something called "The Source" that is deep underground, it's the cause of all the parasites in the world. So perhaps when they get around to adding The Source, there will be a central intelligence in the mod. 🤔
@@CrimsonGamingMC Sounds very exciting actually! Always wondered how a boss fight against something like the gravemind would have been like. Perhaps players in scape and run will be able to dig deeper than -64 y in the future and encounter The Source when they dig REALLY deep? Could make for a really interesting concept.
if you check the mods discord, the dev does actually have plans for a hivemind system, although I have no idea how he’s going to do it. and finally some aquatic parasites
This mod honestly seems like an anti player mod. I've seen it before and thought it was a bit unbalanced, but seeing these patch notes just feels like confirmation on my huntch. The only nerf was a removal of a single enemy and a bunch of other things were buffed. Not to mention fear is a very stupid design as it takes control out of a players hands. (Which is rarely ever a good idea, even with a double edged system which fear is not.) I can't forsee me ever playing with this mod without other mods to significantly increase player power as it feels like it's more designed to place the player in unfair situations than to provide a good experince.
I was skeptical of the buffs as well, I mean several parasites received buffs and there were no nerfs. And sure, the evolution phases makes it so you don't get rolled immediately but the end of your world is inevitable. Hopefully we will see more items and mechanics that aid the player in future updates
@@icedragon9097 I never said the mod was terrible. It's a high-quality mod that seems to have very passionate creators. What I'm saying is that the mod is becoming more anti-player since its inception. This fact is evident since the inclusion of the Fear status effect and the across-the-board buffs to enemies. I'm all for games/mods that provide a challenging experience. But stripping players of their controls and ramping up the artificial difficulty is a bad call. A better methodology to increase the difficulty would be adding mechanics that make the enemies more intelligent and diverse. Overall, large numbers does result in more difficulty, but it does not provide more engaging gameplay.
Damn, I took a break from this mod for a few months, and I see the devs have gone full swing in to the eldritch horror themes, even made fear its own status effect. This is so wicked!
I know this mod is meant to be a challenge to survival but I'd really LOVE a way to control the parasites like the Swarm from Starcraft! Make your own host of monsters and take over the world!
Maybe the SR: Parasites devs or other mod devs could make an addon mod that allows the player to do what you mentioned. That way you can choose if you want that type of thing or just go with the normal parasite experience
they could also do something like that in a mod pack. like add a couple of villager npc improvement mods and the parasite mode with some changes to both and you can pick a side.
@@CrimsonGamingMC This would be crazy, especially if the parasite player was in a sort of modified gamemode, they can only spawn parasites that can naturally spawn, and their beckons slowly upgrade over time, at phase 8, they get set into survival on a team with the parasites, basically turning into a boss, "[playername]: Parasitic Overlord", killing them would set it all back to stage 0, clearing all parasites and such with it
That's kinda the point though. A mod like this says loud and clear that you can delay it and try to keep your world standing, but at the end your world WILL be assimilated. There's no way around it. Sure you could go to the Nether or The End but the overworld is a lost cause.
As cool as this mode as gotten with each addition, it still feels like it's missing something, specifically: combat. I cannot imagine trying to play this in survival mode. It would probably be easier if they added a hard to craft armor made from the parasite's drops that acts like a living armor that adds buffs or prevents debuffs. Give the player a hope of surviving mid to late game. Just a though, what do you think?
Yeah the mod needs armor, and the armor should protect the player from some of the status effects (specifically fear because it sucks. Having a living and sentient armor set would be nice, but also getting a set from ancient parasites would be even cooler
Get this mod, create a floating palace at high elevation in a mountain biome. Use snowmen turrets. If you're palace is taken, escape to the nether. Try to get to the end before that happens.
11:18 Wait, seriously? So, once passive point gain begins, even if you do everything you possibly can to slow the parasites from progressing phases, it's just a matter of time before your world becomes unplayable? And there's nothing nothing you can do to stop or undo the progression? So fishing, sleeping, and normal crop growth speed are just removed? That's... That's just absolutely horrible. Is there some sort of config option to prevent this?
You have two options. 1: Keep the evolution phase below 3 so the parasites don't get the chance to have passive points. 2: Go into the config and make some changes, because yeah I think you can change the settings. I don't know how to do but I know the mod's config is highly modifiable
grunt and marauder/warden are literally halo flood grunt being a combat form and marauder/warden is the cut flood juggernaut still a pretty good mod tho
As an update for the mod they should have a item that allows the player to make their on hive like they become a proto-grave mind allowing them to be friendly with the infected and ether make their own hive or control the current. You could have parasites vs parasites. I dunno just an idea I had.
To add onto that, you could harvest the remains from the parasites and regenerate them but they would be under your control. Parasites vs parasites would be sick
I imagine that could either be self-replicating machines like nanobots or something, or taking pieces of parasites and creating a lifeform that counters the Parasites. Call them Antibodies.
Great video! I do have a suggestion for a mod showcase you could do. It's Into the Maelstrom mod. By far one of my favorites, its an rpg mod with good design, bosses, animations, and progression. There is a wiki that explains the progression of the mod on the curseforge modpage
I reviewed Bosses of Mass Destruction which I believe is made by the same mod dev. I'll add it to my long list of videos planned, but I'm going to wait for the mod to update past 1.12 before I make a video over it
This is why the modding community is so important for games. They will do outlandish crazy shit that the devs never even thought about and it will end up being so good that it will catch the attention of the devs
Lol to think there's a mob in this mod called the warden. I recently just noticed the wild update snapshot and checked out the warden which is absolutely terrifying, even on par with these abominations.
The reinforcement system are the beckons. The system is unlocked at evolution phase 3, and from now on whenever you kill parasites there is a small chance for a stage 1 beckon to spawn. This beckon will slowly infect blocks surrounding it and will slowly grow to stage 2 (I also believe it spawns in rupters occasionally to defend itself). As evolution phases increase the speed at which beckons grow from stage to stage will also increase. Stage 2 beckons will spawn weaker parasites like assimilated parasites. Stage 3 will spawn primitive parasites and so on. The stage 3 beckon will spawn colonies and the stage 4 beckon will create nodes which will ultimately create the parasite biome (if I remember correctly).
since its getting more difficult they should add like a species that has been fighting these parasites for ages like humans but more stronger, they should have names like " the sentinels" or the "ancient ones" their color would be light blue with veins around their body. pretty much like the purifier as if they created it long ago. this is just a suggestion but i would like something similar like this
I think something cool the mod could do is collective abilities. Like, if a parasite assimilates a mob with a useful ability, they’ll share that ability with the rest of the hive.
Totally gonna play this with superheroes based mods as those are the only mods that are likely gonna give me even a slight edge like being a super soldier or speedster but I doubt ill be able to save a village in the later phases.
My fav is Marander, the new kid on the block. I am going to call it a she. She can teleport and she is 💧 proof. Can you image if she wasn't water proof? The weight gain in water when teleported would be awful.
Parasite mod devs: hmmmm I think we need to make this ridiculously op, annoying and difficult Everyday Minecraft players: I don’t like this update!!!!!!!! Loved the video 👏
@@CrimsonGamingMC nothing as nightmare-ish as having to create a new world ill give you that. i hope they add a means of fighting off these enemies other than forcing the player to just play in caves forever
Now that's an interesting idea! Maybe we can use the remains from the stronger parasites to make the injections. Perhaps the powers you get should also come with repercussions to make them more balanced 🤔
@@CrimsonGamingMC this is great idea in this mode parasites is overpowered and player is weak found anichant peoples paraste injection techinces and use them like this make more sense
Like as in the types of weapons or how they look? Personally I think the living weapons' textures are weird looking, they don't fit in with the parasitic theme
They need to nerf god damn assimilated Enderman. I've died 20 times in my own world as I've seen dozens of these. 4 times with full set of diamond armor, 10 times with full set of iron armor and 6 times without armor. It was the only creature that could kill me. Now I'm terrified to wander around in night, I can see it easily in the morning and just simply I can hide where it can't reach, but at night, it ambushes me because its camouflages. One time, I was walking through a shallow forest at night, and it was probably coming towards me from 50 blocks away. The scary part is, I looked in the direction he was coming towards me and I couldn't tell him apart because he was black. If it wasn't night, I might have noticed him, but I didn't notice because it was night. As a result, I continued to go in the direction I normally do. It was probably teleported 30 blocks away because it was stuck due to shallow forest, and I noticed it because of the teleportation sound. And I hid myself out of his reach. All of a sudden, he came out of the right side of the gap I left to hit. I was trembling.
Pairing this mod with tech guns is freaking crazy! But with the new update and fighting the parasites that have the ability to adapt to certain attacks… It makes killing them a lot harder…
@@CrimsonGamingMC they should atleast just add a cure mechanic or something or just they want everyone that has this mod installed in their world to die
I know right! For a weaker type parasite you would think the enderman wouldn't be so lethal. They teleport themselves and other parasites, they run faster than you, and they're immune to projectiles
this is looking so good. i assume the team will be working on ways of combating the evolution levels in the future. assumption being killing the bosses and purifying the biomes would counter it, I can hardly wait to see and hear more about later updates ^-^
i wish there are more ways to combat the parasites, or even a way to join their ranks somehow. the living/sentient weapons feel more like an after though at this point. i get that the mod devs are focusing on the horror/ mechanics of the parasites, but i feel that they need to round out the rest of their mod some how.
i see a lot of people saying this is like the flood but i think the mobs got inspiration from The Thing along with the flood im happy a movie like that was used
Beacons sound like they’re ghosts or spirits, almost like they used to be human. It makes me think they could possibly be the leftovers of humans fused to the parasites. Good job to the sound designers of this mod for adding that little bit of creepy detail
it would be awesome if they added like a permanent cure to it or a chance in joining them/becoming one of them. cuz I not sure its playable currently (for a fair play) awesome vid btw thanks for the update
The mod definitely needs some sort of endgame mechanic for the player, something like what you suggested. And thanks, I hope you found the video helpful!
i think if you had orespawn I think that since orespawn mobs cannot get asimalated they would slow down the infection a lot because of how powerful they are targeting infected in in preventing infection level from getting high quickly making it take a long time it might take a long time to reach stage 1 the beacons infecting ground though OreSpawn does not have a counter to that but it will prevent the infection from reaching these stages to do that.
We need a way of curing the infected pigs,cows,wolfs,villagers.Im not talking about adapted,assimilated forms. Now u can only downlaod Potion Core for curing pigs,cows with the effect, but the potion works only when the pig/cow isnt formed into the infected one.Idk if SRP creators will add some way to cure the mobs, but they have to make the cure hard to make.If theyll not add that feature thats still okay but thats just an idea. :]
You know, the murader has a very similar art style to the halo flood juggernaut. The mod itself brings back a lot of memories to the halo flood such as halo wars 2 flood.
you're a rare type of Minecraft RUclipsr, A English mod showcase RUclipsr that actually speaks, damn that is rare. if I wasn't already married I would probably simp over you
They need to add a way to get rid of parasitic bioms such as a cleaner that sucks up stuff along with points and can demote the the parasite evolution and also a universal cleaner that can permanently remove the parasite infection which I think would be a fun endgame
There is a work in progress item that is solely for cleaning up infected blocks. It's a throwable, hopefully it will have a large area of effect. Also, destroying the node and killing the tier 4 beckon will halt the biome's expansion, place down biome purifiers and the biome should start to dissipate. As the biome shrinks so will the parasite's points
It’d be cool if there was just one parasite biome per world upon generation, and that’s where all the parasites come from. It would always be somewhere near spawn, or if every biome around you for a significant distance is ocean, you would spawn in the biome. The biome starts out with an alpha beckon, the source of the infection. If you kill it, the entire infection ceases its ability to spread, but it would have over 900 health, so better have a lot of strong weapons on hand. This would just be a way to ultimately cure the infection, though it would be very difficult.
if it wasn't clear where its inspiration came from now I see a lotta deadspace the thing and I mean they literally added the cut juggernaut from halo 2 in, awesome.
They combined the worst parts about The Flood, the Necromorphs, The Thing, and Resident Evil into one grotesque and truly awful enemy. I hope it gets an update to 1.18, truly a terrifying enemy that I've never seen in Minecraft. I would like to see some more The Thing inspired content, like the parasitic imitation cows/pigs/sheep/etc looking like normal before letting out a terrifying growl & attacking. Picture it: You're starving and out harvesting some wood when you see a cow in the field. You walk over to offer it some wheat in hopes of luring it back to your farm. As soon as you get close, the cow emits a deep gurgling roar and its skull splits open revealing mangled teeth and empty eye sockets as it charges toward you.
Hey sorry for the super late response! I like your little scenario. Here you are thinking you'll be getting something to eat, yet little do you know you'll be the one getting eaten! I would love someone to make a short animation of this.
If I got any information wrong in the video please let me know! I'll edit this comment and put corrections here :) Also, Happy 2022 everyone!
Here's a list of corrections:
(These corrections are courteous of Robert25)
- The residue doesn't spawn rupters, the host itself spawns them while underground, it also has a melee aoe attack of 10 dmg
- Marauder isn't an evolution of grunt even if they're similar, grunt is just a common troop for high phases, marauder will also have other abilities to not be a tankier version of warden
- Players can't spread call of the hive, it was removed as it was too hard not to spread it, also it's prob because human's system is more advanced so it's inmune to coth until death
- Biomass is produced by beckons, instead of parasites spawning suddenly they throw this biomass which increases in size until explodes and the parasite is formed, this is because beckons are clone machines, they get energy and adn from deep underground where a mysterious entity we call "The Source" is awakening and sending parasites to the surface, we do not know more about it
Happy 2022👋❤
Happy New Year
Happy New Year! Congrats on 200 subs!!
Happy New Year!
When this new version is release ?
I feel like the design team are slowly making the parasites even more horrific looking as time goes on
For a block game they have done a really good job with the models, and this is only the beginning too!
@@CrimsonGamingMC yeah its a cool mod I like to put them aginst other creatures like zenomorphs and scps and stuff
the thing craft lmao
Yeah, starting to give of a vibe like the flood from halo
Bloodmoon mod with this is a veeeery bad idea...xd
The assimilated enderman reminds me of the Twitchers from Dead Space, seeing how fast they move and the amount of twitching happening.
Imagine if the assimilated enderman stabbed as quickly as the twitcher and actually had stabbing animations....that would be terrifying
Yooo if the creators from the parasite mod to make a dead space mod I think it would be lit
The marauders are literally just halo juggernauts
I think the host looks a lot like shin godzilla's tail at the end of the movie too, with the sprouting humans and sprawling black main body. Good designs.
I hated those things bruh they made me piss myself
The Marauder seems to be inspired by the Flood Juggernaut, a removed enemy from Halo 2.
The Marauder's model is almost identical to the juggernaut so I think you're right
Well it’s a good model to take inspiration from
Makes sense,got flood vibes from seeing this
well the things that infect also look like flood infection form
@@marcos077gaming does this mean we can get miljnnojier armour in this modd asap?
I hope they add in more ways for a person to deal with the parasites without including any new mods. It's pretty clear you aren't gonna be able to win against these guys with just netherite gear and the new weapons. I would love bunkers, camouflage armor, some way to perhaps control these parasites for yourself.
Yes they definitely need to add more items/mechanics to better equip the player to handle the parasites
I'm actually playing this with Flan's mod! Also, the quantum and nanosuit armor from Industrialcraft helps a ton (and so do the gunpowder recipes).
But you're right. There needs to be a better anti-parasite system built into it if people don't want to play certain mods like Flan's guns or Industrialcraft.
Given the way the parasites have been shown to be consistently weak to fire, I'm hoping the Nether becomes some sort of safe haven where parasites suffer debuffs from the intense heat.
Flamethrower (flamethrower)
The only anti parasite system is the lure and not sleeping like at phase 0 and 1 to prevent going phase 2 , but it's not fun like ur not playing the mod and phase 2 u get assimilated enderman who are broken 🤧
This is probably gonna be the best minecraft mod for a while. It seems to have taken inspiration from the flood from Halo
Some of the parasites feel like they were almost copy and pasted from the flood, so I completely agree with that statement. And yeah, this mod is going to be a big one for awhile! ♥
Yeah the maurder looks like a flood parasite that wasnt added in halo
This mod is worse that the Flood in Halo canon, Flood can be defeated with a massive suicide, Parasites not
Peaceful mode can defeat the parasites lol. But on a serious note, without cheating there's really no way to beat this mod unless you have other mods installed that give you strong armor/tools.
@@CrimsonGamingMC or unless u download a fnckin nuclear bomb mod
Lore wise, assimilated endermen would mean that no dimension is safe since endermen show up in all three dimensions, hinting that they can freely teleport between the three.
I can't wait to see an assimilated hoglin/shulker oh boy
Pretty sure for the parasite to teleport to the end they will have to have the memories of the endermen, like all the other parasites, they do not possess knowledge of any so i highly doubt a infected endermen would be able to teleport to the end and nether.
@@LazyLoonz I suppose there's that, but it's all a game of chance until one of them randomly does the right thing and ends up at the end. Even if it never happens anytime soon, and the end stays safe, any and all open nether portals not in a non contaminated area would lead to the nether's fall.
@@CrimsonGamingMC it seems like there won't be a assimilated shulker, since they are immune to COTH.
@@theonlyshinyumbreon chill in end city also the parasites are weak to fire they’ll all fall into lava lol and the piglin gangs are dangerous as hell
Hope there is a config file to disable the fear effect. Not gonna lie I think being blocked out of your inventory is just annoying
From what I've heard the mod has a highly configurable config, so you should be able to disable it. Fear has a _chance_ of canceling GUI interactions, so unless you're super unlucky you will be able to get into your inventory eventually
Might get changed and balanced in the future tho
I cant remember what mod it was but it also had a fear effect. Fear in this mod forced you to look away from the monster causing it, and made your camera shake too.
Love the concepts and designs of this mod. I just hope they give more evolutions purposes or unique functions because to me many of them are fairly uninteresting outside of their grotesque designs. Would love to see the creatures with unique attack animations, weapons with parasite combating functions.
I really don't want this mod to fall victim to scope creep. A lot of systems are looking barebones. For example, the fear mechanic just seems unnecessary and unfun to play with, and the same goes for adaptive damage types. If the objective is to vary the player's combat approach, perhaps give the creature a visual appearance when it is resistant to melee damage like the Wither instead of simply changing its resistance, turning a blind eye to the player, assuming they are using a health display mod to check the damage they are doing. Many things seem tacked on. Of course, this can be improved upon through focused development, if the developers are willing to take time to do that. It would make me happy to see this mod improve upon itself because it is quite unique and deserves it.
The mod is still very much in beta, hopefully as more updates come out we will see more complex/unique interactions and mechanics
Yeah some of these designs seem absurd, and a little rough around the edges. You can't have a mob that's super fast, tanky and strong at the same time while debuffing the hell out of you
Also the global evolution phases.
It feels super indirect and goes against the idea of territorial conquest that seems to be the core of the mod.
There is no fun in pushing against an army that can not be contained and has untouchable infrastructure.
All these creatures remind me of The Thing or The Flood
I would like to see the faction (or just NPCs) that fight with the parasites. Something like in vampires mod where we have 2 faction fighting each other.
this mod is great and I love the way the parasites look and the direction they are taking the mod but I feel like they should give the players a genuine chance to fight back against this monolithic threat. I know we have tools given to us from the mod and since its 1.12 there are a plethora of other mods that could help even out the playing field but I feel like the mod itself should have armor that the player can craft that gives them far greater stats than diamond and netherite combined (yes I know netherite doesn't exist in this version) also, perhaps even a method to reduce the evolution phases back to lower stages, so that your world isn't forever fucked after like stage 5 evolution. They probably have plans for that sort of thing in the future who knows
It would be nice to have a set of armor you can get from killing primitive/adapted, pure, and ancient parasites. Maybe this armor could have resistance against fear, viral, corrosive, etc. and along with other benefits. I believe you can bring the evolution phase down by decreasing how many points the parasites have. So if you bring the points down below the threshold of a certain phase, the phase will decrease
Personally i think a weakening effect might be a good option for a weapon against the parasites.
It'd be a targetted effect, and would simply increase the damage they take and slightly reduce damage dealt for a time.
Thing is, players are going to have to keep track of which parasite has been weakened, and for how long, or they run the risk of unknowingly fighting a losing battle. They will also have to try and do as much damage as they safely can, before the effect wears off and another dosage needs to be spent.
Weakening a parasite, then wasting time even from healing yourself, will also waste the weakening effect.
We used to have a in-game command trick that made a negative Resistance status effect. Something like this might work.
@@CrimsonGamingMC Imagine if the armor had some drawback like it's really effective against the Parasites but wearing it for too long like maybe weakens you or something
@@CrimsonGamingMC How do you decrease the points? I’ve never played the mod, but the idea of evolution phases being incapable of being decreased sounds freaky and tough.
@@brockrumery3073 The points are increased by the parasites assimilating mobs, infesting blocks, and killing mobs. So basically you need to stop them from doing that. Take out all beckons you come across, purify biomes once you destroy the node, and clean up infested blocks. Also use lure blocks to decrease the points, simply place them down and right click them with an empty hand (stronger lures will decrease the points more)
The parasite colony with the immunity to viruses and corrosion...I would live forever and still look shiny. Sign me up! And I like the ability to heal quickly with increased health, and the muscle 💪
Are you saying you want to be a parasite? 😂 You'd be almost immmortal so I guess it would be fun lol
@@CrimsonGamingMC not just any parasite a Mommasite
Well it comes at the low price of all of you organs!
@@CrimsonGamingMC it be cool if there was a way to be a parasite and your goal is to infest the world and you start out as 1 weak parasite and try not to die tell you get strong enough
@@railedb0x503 Ohhh yes, and maybe you could consume parasites you kill and grow stronger that way
I wish they had this update when I was playing it with my friends in a server. The only problem with it is that we wanted to play with energy mods, but they were way to op for the parsites so it got really easy to kill them afterwards.
Might be time to bring the squad back together and fight some parasites again :)
That’s new, usually people complain about how the parasites are too op
@@alexanderfowler5359 A lot of 'energy' mods add weapons that are disgustingly powerful, though. Like, the kind of overpowered that would let them curb stomp RLCraft, which I'd argue is probably harder than Parasites because of the damn dragons aggroing on you from half a km away and instakilling you because you just respawned after being killed by some bs in a different part of the world.
Actually, weapon mods are the only way I see players having a chance against the parasites. The Voltz modpack from the Technic launcher is a great example of absolutely busted weapons, there's nukes and shit and it's awesome.
Nothing better than watching overpowered beings burn in flames
The Fear debuff doesn't seem like a fun effect. Interrupting item usage is fine, but interrupting block placing and GUI usage is too much.
Along with that, the fear debuff making you take extra fall damage is weird
@@CrimsonGamingMC tripping perhaps
What do you mean it's been three months
It's so you can't cheese the mobs by placing blocks
I have a suggestion for a mod showcase, its a maaaaasssive mod thats been quite forgotten, its called "the nevermine mod" I think, featuring an amazing 19 dimensions, its really fat tho, so if its a lot to cover, I'd understand if u don't, but do give it a check, be cool to see that mod get the proper love it deserves
I looked it up and found something called "Advent of Ascension (Nevermine). I'll be honest, I really hate doing big mods lol, I nearly went insane making the Undergarden video (no joke). Looks like a really well done mod, but for now I will have to pass on it sorry. Perhaps when I feel ambitious or have more time on my hands I will make a video over it :)
@@CrimsonGamingMC i appreciate the look up and consideration, on the bright side now u have 19 dimensions to check out in ur own time 😄😆 enjoy
we had a stage 4 beckon spawn on the coast of our island which eventually sprouted a parasite biome.
we have been searching for a hot while now and we have yet to find the node (and the beckon mysteriously.. vanished?)
Sorry for the late response, your comment was in spam for some reason. I had the exact thing happen to me too, though I think I switched it to peaceful mode so that's probably the reason for my beckon disappearing. Perhaps a colony structure spawned on top of your beckon and suffocated it? I highly doubt that because those things don't die easily. Other than peaceful mode despawning it, I don't really have any other ideas for its disappearance.
@@CrimsonGamingMC prolly a glitch
@@CrimsonGamingMC im late but does the beckon stage 4 makes the parasite biome infinity?
nice pfp lol
@@eleman1883 no, i believe its around 8000 blocks until it stops
This looks really cool. I just wish there was a video summerizing everything up to now, so if I where to hypothetically play a new world with this mod, I wouldn't be guessing what to do until it hits the fan
There are a few videos that fully explain the mod but they are outdated. 🤔 Basically what you need to do in order to "correctly" play this mod is to keep the evolution phases as low as possible. So you can prevent crap from hitting the fan by killing parasites and removing block infestation, this will slow down the phases. Also, gather lava and flint and steel asap
This mod looks hella cool, but when I played it with my friend, we had to make our base underground because even the weakest mobs do a ton of damage. We didn't really think it was very balanced, I would assume a mod that gives everyone an infinite ammo flamethrower would balance this
sounds like a skill issue
Honestly the parasites seem really reminiscent of the flood from halo, but I love that imo. I wonder if the mod author is going to make the parasites become more 'intelligent' and form central intelligences like a 'gravemind'?
They could very well add something like that, the mod is still in early development. Currently in the lore, there is something called "The Source" that is deep underground, it's the cause of all the parasites in the world. So perhaps when they get around to adding The Source, there will be a central intelligence in the mod. 🤔
@@CrimsonGamingMC Sounds very exciting actually! Always wondered how a boss fight against something like the gravemind would have been like. Perhaps players in scape and run will be able to dig deeper than -64 y in the future and encounter The Source when they dig REALLY deep? Could make for a really interesting concept.
@@jackvc844 maybe it will appear in the deep dark? Also wardens were bad enough, imagine infested wardens.
if you check the mods discord, the dev does actually have plans for a hivemind system, although I have no idea how he’s going to do it.
and finally some aquatic parasites
"The Plagueheart"
This mod honestly seems like an anti player mod. I've seen it before and thought it was a bit unbalanced, but seeing these patch notes just feels like confirmation on my huntch. The only nerf was a removal of a single enemy and a bunch of other things were buffed. Not to mention fear is a very stupid design as it takes control out of a players hands. (Which is rarely ever a good idea, even with a double edged system which fear is not.)
I can't forsee me ever playing with this mod without other mods to significantly increase player power as it feels like it's more designed to place the player in unfair situations than to provide a good experince.
I was skeptical of the buffs as well, I mean several parasites received buffs and there were no nerfs. And sure, the evolution phases makes it so you don't get rolled immediately but the end of your world is inevitable. Hopefully we will see more items and mechanics that aid the player in future updates
The devs confirmed that the mod is meant to be super op for emersion
I wonder how the mobs react to Mekanism radiation. Meltdown few reactors around you and watch them burn :D
the point is to make it super difficult but that doesn't mean it's bad. just an aquired taste lol
@@icedragon9097 I never said the mod was terrible. It's a high-quality mod that seems to have very passionate creators. What I'm saying is that the mod is becoming more anti-player since its inception. This fact is evident since the inclusion of the Fear status effect and the across-the-board buffs to enemies.
I'm all for games/mods that provide a challenging experience. But stripping players of their controls and ramping up the artificial difficulty is a bad call. A better methodology to increase the difficulty would be adding mechanics that make the enemies more intelligent and diverse. Overall, large numbers does result in more difficulty, but it does not provide more engaging gameplay.
Damn, I took a break from this mod for a few months, and I see the devs have gone full swing in to the eldritch horror themes, even made fear its own status effect. This is so wicked!
that bear is genuinely one of the most horrifying creature designs i’ve ever seen. if this wasn’t a block game.... good lord
The devs really nailed the design for sure
I know this mod is meant to be a challenge to survival but I'd really LOVE a way to control the parasites like the Swarm from Starcraft! Make your own host of monsters and take over the world!
Maybe the SR: Parasites devs or other mod devs could make an addon mod that allows the player to do what you mentioned. That way you can choose if you want that type of thing or just go with the normal parasite experience
they could also do something like that in a mod pack. like add a couple of villager npc improvement mods and the parasite mode with some changes to both and you can pick a side.
@@CrimsonGamingMC This would be crazy, especially if the parasite player was in a sort of modified gamemode, they can only spawn parasites that can naturally spawn, and their beckons slowly upgrade over time, at phase 8, they get set into survival on a team with the parasites, basically turning into a boss, "[playername]: Parasitic Overlord", killing them would set it all back to stage 0, clearing all parasites and such with it
Why would they make the already overpowered parasites even more overpowered? This mod is slowly making it impossible to have a long-standing world.
That's kinda the point though. A mod like this says loud and clear that you can delay it and try to keep your world standing, but at the end your world WILL be assimilated. There's no way around it. Sure you could go to the Nether or The End but the overworld is a lost cause.
you need to install other mods
As cool as this mode as gotten with each addition, it still feels like it's missing something, specifically: combat. I cannot imagine trying to play this in survival mode. It would probably be easier if they added a hard to craft armor made from the parasite's drops that acts like a living armor that adds buffs or prevents debuffs. Give the player a hope of surviving mid to late game.
Just a though, what do you think?
Yeah the mod needs armor, and the armor should protect the player from some of the status effects (specifically fear because it sucks. Having a living and sentient armor set would be nice, but also getting a set from ancient parasites would be even cooler
Get this mod, create a floating palace at high elevation in a mountain biome. Use snowmen turrets. If you're palace is taken, escape to the nether. Try to get to the end before that happens.
I think you forgot about cutting parasite tendrils to remove damage adaptation.
Oh was that added in the 1.9.0 updated? I thought it might've been implemented in a later version, hence why I didn't include it in this video 🤔
would be cool if the players could become assimilated without dying, siding with the parasites to spread the infection as far as they can
11:18 Wait, seriously? So, once passive point gain begins, even if you do everything you possibly can to slow the parasites from progressing phases, it's just a matter of time before your world becomes unplayable? And there's nothing nothing you can do to stop or undo the progression? So fishing, sleeping, and normal crop growth speed are just removed? That's... That's just absolutely horrible.
Is there some sort of config option to prevent this?
You have two options. 1: Keep the evolution phase below 3 so the parasites don't get the chance to have passive points. 2: Go into the config and make some changes, because yeah I think you can change the settings. I don't know how to do but I know the mod's config is highly modifiable
@@CrimsonGamingMC Hey, what happened to the lures?! Thats what they're there for!
Yes you can revert things, but you'll need an abundance of a certain type of item called "lure"
@@september758 Oh uh, the updates made no mention of lures and honestly I kinda forgot about them 😬
I like that some parasites are resembling some of the flood forms from halo.
'And Stage 7 and 8 is where crap hits the fan'. XD Made my day.
i love this mod BUT i do hope they add more things to buff the player so its not just kick the player while they are down type of thing
I second that, currently the player is a punching bag for the parasites
Man imagine reaching stage 8 while having flan's mod with some Wacky Enchantment , Tools and Armors mod.
which hbms mod I can just nuke em
grunt and marauder/warden are literally halo flood grunt being a combat form and marauder/warden is the cut flood juggernaut still a pretty good mod tho
As an update for the mod they should have a item that allows the player to make their on hive like they become a proto-grave mind allowing them to be friendly with the infected and ether make their own hive or control the current. You could have parasites vs parasites. I dunno just an idea I had.
To add onto that, you could harvest the remains from the parasites and regenerate them but they would be under your control. Parasites vs parasites would be sick
I imagine that could either be self-replicating machines like nanobots or something, or taking pieces of parasites and creating a lifeform that counters the Parasites. Call them Antibodies.
The marauder is straight up a flood juggernaut
For real, it looks exactly the same and they both deal an absurd amount of damage
I'm so glad Minecraft finally has a proper horror mod
Great video! I do have a suggestion for a mod showcase you could do. It's Into the Maelstrom mod. By far one of my favorites, its an rpg mod with good design, bosses, animations, and progression. There is a wiki that explains the progression of the mod on the curseforge modpage
I reviewed Bosses of Mass Destruction which I believe is made by the same mod dev. I'll add it to my long list of videos planned, but I'm going to wait for the mod to update past 1.12 before I make a video over it
This is why the modding community is so important for games. They will do outlandish crazy shit that the devs never even thought about and it will end up being so good that it will catch the attention of the devs
Rlcraft should have this mod.
"An infection is currently spreading from an unknown source, and you must stop it."
Didn't RLCraft come out with an update that adds the scape and run parasites into the pack? I believe the parasites spawn in the lost cities dimension
They did add it but they disabled most of the features and locked them to the Lost Cities dimension if I remember correctly
This mod just gets better and better. The visuals, the ai, the mechanics, all of it is constantly improving and evolving.
Lol to think there's a mob in this mod called the warden. I recently just noticed the wild update snapshot and checked out the warden which is absolutely terrifying, even on par with these abominations.
If it was in a more up-to-date version, this mod would be a species that only lives in caves.
question: how does the reinforcement system work (even if it’s just reinforcements if parasites are having trouble with its opponent)
The reinforcement system are the beckons. The system is unlocked at evolution phase 3, and from now on whenever you kill parasites there is a small chance for a stage 1 beckon to spawn. This beckon will slowly infect blocks surrounding it and will slowly grow to stage 2 (I also believe it spawns in rupters occasionally to defend itself). As evolution phases increase the speed at which beckons grow from stage to stage will also increase. Stage 2 beckons will spawn weaker parasites like assimilated parasites. Stage 3 will spawn primitive parasites and so on. The stage 3 beckon will spawn colonies and the stage 4 beckon will create nodes which will ultimately create the parasite biome (if I remember correctly).
a good well made and comprehensive overview video of this, finally!
Thanks, I'm glad you found the video to be of value!
If the creator of parasite mod can make a antidote update that would be kind of interesting 🤔
The Marauder looks exactly like the flood juggernaut from Halo which is pretty cool.
since its getting more difficult they should add like a species that has been fighting these parasites for ages like humans but more stronger, they should have names like " the sentinels" or the "ancient ones" their color would be light blue with veins around their body. pretty much like the purifier as if they created it long ago. this is just a suggestion but i would like something similar like this
It would be nice if they added in another faction to fight the parasites. Good suggestion!
pls don't break my neck scp-173....
The sculk?
@@dubbadoop1812 thats like another type of parasite, i was looking for like another humanoid faction
I think something cool the mod could do is collective abilities. Like, if a parasite assimilates a mob with a useful ability, they’ll share that ability with the rest of the hive.
That would be a cool mechanic for them to implement
Bro the parisites are op as it is
I hope they would release it for the bedrock too !
I believe a few devs were given permission to port the mod to bedrock, so don't give up hope!
Totally gonna play this with superheroes based mods as those are the only mods that are likely gonna give me even a slight edge like being a super soldier or speedster but I doubt ill be able to save a village in the later phases.
My fav is Marander, the new kid on the block. I am going to call it a she. She can teleport and she is 💧 proof. Can you image if she wasn't water proof? The weight gain in water when teleported would be awful.
You got the Maruader and the Assimilated Enderman mixed up, the enderman is the one who can teleport and stuffs 🙂
narrow place + darkness effect + this mod
:| true horror game
Parasite mod devs: hmmmm I think we need to make this ridiculously op, annoying and difficult
Everyday Minecraft players: I don’t like this update!!!!!!!!
Loved the video 👏
This mod is definitely for those who want a nightmare-ish experience lol
@@CrimsonGamingMC nothing as nightmare-ish as having to create a new world ill give you that. i hope they add a means of fighting off these enemies other than forcing the player to just play in caves forever
@StatikTiger yeah, that's what everyone does, it's a pretty tame solution: just increasing your own damage and armor values.
I love the designs that are love letters to various Flood forms from Halo
Bro is there even a way to actually defeat these mobs in hardcore I would love to see someone do it
I think a few people have done a 100 days series with this mod, if anyone can actually pull it off I would consider them to not be human lol 😅
@@CrimsonGamingMC facts I also just saw this reply, congrats again on 1k
@@REBELDOMINATORS Thank you old friend! ❤️
The marauder looks exactly like a removed flood form from halo 2, neat
Yay
Your profile picture works perfectly with your comment
Were you killed?
Infected alafha: sadly yes….
Also infected alafha (now as a overseer): BUT I LIVED!
this mode is amazing but i have idea can we inject virus us and make us strong fast and gain some powers like resident evil
Now that's an interesting idea! Maybe we can use the remains from the stronger parasites to make the injections. Perhaps the powers you get should also come with repercussions to make them more balanced 🤔
@@CrimsonGamingMC this is great idea in this mode parasites is overpowered and player is weak found anichant peoples paraste injection techinces and use them like this make more sense
Almost all of the characters in Resident Evil lose control when they inject themselves with whatever virus they have.
@@Piewolf not heisenberg or miranda they didnt lose their mind (and ethan)
So this was one of the mods AlfaOxtrot had for his "Minecraft But You Feel 10 again" playthrough.
All The More Reason To Get This & Spread The Infection! This'll Make Hardcore Players Get The Challenge To Survive A 100 Days *In The Biome Itself!*
" *In The Biome Itself* " I would pay money to see someone survive 100 days in that
i love the fact that whenever you like it or not, you are doing a arm race with these....things
Am I the only person who thinks the melee weapons are a bit wierd , like they dont dit in
Like as in the types of weapons or how they look? Personally I think the living weapons' textures are weird looking, they don't fit in with the parasitic theme
They look really out of place, I agree. The textures are weird, and they're Enormous
@@CrimsonGamingMC mostly in how they look and work , idk it just doesnt fit in , it feels un finished
@@cub_gaming4178 They feel very fantasy-like in a horror sci-fi setting.
They need to nerf god damn assimilated Enderman.
I've died 20 times in my own world as I've seen dozens of these. 4 times with full set of diamond armor, 10 times with full set of iron armor and 6 times without armor. It was the only creature that could kill me. Now I'm terrified to wander around in night, I can see it easily in the morning and just simply I can hide where it can't reach, but at night, it ambushes me because its camouflages. One time, I was walking through a shallow forest at night, and it was probably coming towards me from 50 blocks away. The scary part is, I looked in the direction he was coming towards me and I couldn't tell him apart because he was black. If it wasn't night, I might have noticed him, but I didn't notice because it was night. As a result, I continued to go in the direction I normally do. It was probably teleported 30 blocks away because it was stuck due to shallow forest, and I noticed it because of the teleportation sound. And I hid myself out of his reach. All of a sudden, he came out of the right side of the gap I left to hit. I was trembling.
Yeah the enderman could use some nerfs, it's way stronger than the rest of the assimilated parasites for some reason
y'all are lucky while I'm on mobile:(
Hopefully you can get a PC sooner than later, I'm sorry you don't have the ability to play this mod :(
Pairing this mod with tech guns is freaking crazy! But with the new update and fighting the parasites that have the ability to adapt to certain attacks…
It makes killing them a lot harder…
This is mod is becoming near impossible to survive! It's absurd! I love it.
I agree! I love how difficult this mod is becoming
@@CrimsonGamingMC they should atleast just add a cure mechanic or something
or just they want everyone that has this mod installed in their world to die
I love all the inspiration this took from The Thing!
The infected endermen are way to powerful, they teleport so quick that you can’t even hit them and the spawn in so many parasites
I know right! For a weaker type parasite you would think the enderman wouldn't be so lethal. They teleport themselves and other parasites, they run faster than you, and they're immune to projectiles
this is looking so good. i assume the team will be working on ways of combating the evolution levels in the future. assumption being killing the bosses and purifying the biomes would counter it, I can hardly wait to see and hear more about later updates ^-^
the parasites are evolving as the updates goes on
i wish there are more ways to combat the parasites, or even a way to join their ranks somehow.
the living/sentient weapons feel more like an after though at this point.
i get that the mod devs are focusing on the horror/ mechanics of the parasites, but i feel that they need to round out the rest of their mod some how.
The design of the Maurader is based on the cut Flood Juggernaut from Halo 2. I love it!
2:06 The Marauder looks like the cut flood juggernaut from Halo 2
this mod is evolving like parasites almost got no debuff only got buff to the parasites
2:18 ooh, the maurader looks like the flood juggernaut form from halo.
I like how this is literally just Minecraft The Flood. At 2:09, that it LITERALLY just the Flood Tank concept from Halo 2.
i see a lot of people saying this is like the flood but i think the mobs got inspiration from The Thing along with the flood im happy a movie like that was used
Beacons sound like they’re ghosts or spirits, almost like they used to be human. It makes me think they could possibly be the leftovers of humans fused to the parasites. Good job to the sound designers of this mod for adding that little bit of creepy detail
it would be awesome if they added like a permanent cure to it or a chance in joining them/becoming one of them. cuz I not sure its playable currently (for a fair play)
awesome vid btw thanks for the update
The mod definitely needs some sort of endgame mechanic for the player, something like what you suggested. And thanks, I hope you found the video helpful!
@@CrimsonGamingMC yey a reply yesh it is useful ^ ^ thanks again
Glad a utuber like u would agree hehe
Wow, this is such a cool mod, I'll be adding this to my modpack
12:16
the marauder looks like the flood juggernaut
The Marauder looks like the flood juggernaut that was cut from Halo 2, thats awesome
I feel the only way to contend with this mod is to have strong weapon and armour mods with it. These parasites are on a whole new level!
Thanks! I’m not sleeping tonight.
i think if you had orespawn I think that since orespawn mobs cannot get asimalated they would slow down the infection a lot because of how powerful they are targeting infected in in preventing infection level from getting high quickly making it take a long time it might take a long time to reach stage 1 the beacons infecting ground though OreSpawn does not have a counter to that but it will prevent the infection from reaching these stages to do that.
I seriously love this mod. Gives that sort of challenge I've been looking for.
We need a way of curing the infected pigs,cows,wolfs,villagers.Im not talking about adapted,assimilated forms. Now u can only downlaod Potion Core for curing pigs,cows with the effect, but the potion works only when the pig/cow isnt formed into the infected one.Idk if SRP creators will add some way to cure the mobs, but they have to make the cure hard to make.If theyll not add that feature thats still okay but thats just an idea. :]
2:07 Ngl the Marauder looks like a budget Halo 2 Flood Juggernaut
The video quality is top notch!
Thank you very much! ♥
and top source
You know, the murader has a very similar art style to the halo flood juggernaut. The mod itself brings back a lot of memories to the halo flood such as halo wars 2 flood.
you're a rare type of Minecraft RUclipsr, A English mod showcase RUclipsr that actually speaks, damn that is rare.
if I wasn't already married I would probably simp over you
2:12 hay this looks like the cut halo flood juggernaut
They need to add a way to get rid of parasitic bioms such as a cleaner that sucks up stuff along with points and can demote the the parasite evolution and also a universal cleaner that can permanently remove the parasite infection which I think would be a fun endgame
There is a work in progress item that is solely for cleaning up infected blocks. It's a throwable, hopefully it will have a large area of effect. Also, destroying the node and killing the tier 4 beckon will halt the biome's expansion, place down biome purifiers and the biome should start to dissipate. As the biome shrinks so will the parasite's points
I can't wait for this mod to reach 1.18.1
I would love to see that happen sooner than later, even a 1.16.5 version would be nice
The marauder and the grunt really make me think of the flood from halo.
It’d be cool if there was just one parasite biome per world upon generation, and that’s where all the parasites come from. It would always be somewhere near spawn, or if every biome around you for a significant distance is ocean, you would spawn in the biome. The biome starts out with an alpha beckon, the source of the infection. If you kill it, the entire infection ceases its ability to spread, but it would have over 900 health, so better have a lot of strong weapons on hand. This would just be a way to ultimately cure the infection, though it would be very difficult.
if it wasn't clear where its inspiration came from now I see a lotta deadspace the thing and I mean they literally added the cut juggernaut from halo 2 in, awesome.
They combined the worst parts about The Flood, the Necromorphs, The Thing, and Resident Evil into one grotesque and truly awful enemy. I hope it gets an update to 1.18, truly a terrifying enemy that I've never seen in Minecraft. I would like to see some more The Thing inspired content, like the parasitic imitation cows/pigs/sheep/etc looking like normal before letting out a terrifying growl & attacking. Picture it: You're starving and out harvesting some wood when you see a cow in the field. You walk over to offer it some wheat in hopes of luring it back to your farm. As soon as you get close, the cow emits a deep gurgling roar and its skull splits open revealing mangled teeth and empty eye sockets as it charges toward you.
Hey sorry for the super late response! I like your little scenario. Here you are thinking you'll be getting something to eat, yet little do you know you'll be the one getting eaten! I would love someone to make a short animation of this.
4:53 HOLY COW THIS IS HALF LIFE NOW