That’s why I always have keep inventory on with this mod. The parasites already punish your mistakes heavily, so stripping you of your items and creating a perpetually growing horde at spawn is just overkill
@@CooISkeleton96 Ehm, i meant like naturally spawn with every other parasite and not be made by a endermen being infected. Unless the creator did do that and i didn't see it since i shut off this [lovely] mod from my memory.
@@zorgonvoir6896 oh, still naturally spawning at phase 3 - 5 is still too early, but yeah they can’t naturally spawn at phase 1, I just had a experience where a enderman got infected during phase 1
It's hard to tell where they are, unless you use Spectator Mode. I've got a Dispatcher Stage IV before I knew there was a cave system deep under my village and even more caves around the whole island.
The new update nerfs assimilated enderman but gives buffs to already strong parasites and gives stronger variants to assimilated, primitive and adapted ones
Only way, that I fixed it: 1-never build base on spawn. Only this Holly, sensitive and careful mod teached me, that when I'm doing it, I'm funking myself. 2-when I dying (or hear, any way if it's happening it's suppose to), if hight tele-bastard is close... Run and pray, you can't to do anything else anyway, no one will blame you. 2.5 - I died? Am I on spawn and this tall boy right here? Try again. I have no choice. 3 - I did it? Build new base. Get from the start. Forgot about old base and dropped stuff, you'll not get it back. And never comeback... Oh, so I'm dead? Well...
Like dude, yesterday i started a server with my friend, the first days where a little scary but fun (the mutants where kinda creepy) but it all went to shit the instant stage 4 started. We we're like "Oh crap, we better get some good gear and make a bunker" 10 minutes later we are getting constantly spawnkilled by like 80 infected corpses, 5 assimilated enderman and like a shit ton of other mutated parasites. The worst part is that like 4 HIVES SPAWNED NEXT TO OUR HOUSE. Like wtf 😭
Ngl I build in what use to be lava pooling but now obsidian underground then build a wall on top so when I get out they won’t see me but in case if it happens I have my obsidian bunker to chill in or have open modular turrets mod
I'd rather prerfer balanced gameplay, really. Default mobs are (mostly) slow and die/despawn during the day. The parasites are fast, don't burn in sunlight, suffer almost no penalties from being in teh water, are extremely fast, hit hard (many just outrun and oneshot you irrelevant of whatever armor you wear from a distance from which you can't even strike them), they multiply progressively by killing you (every time you die they get a new zombie wearing your armor, and it spwwns 3 more parasites if you''ll kill it, draining your weapon and armor durability infinitely) plus they prevent other mobs from spawning or infecting them, making harvesting stuff like Ender Pearls almost impossible, and if all that isn't enough they eventually get immune to any kind of damage and start destroying blocks, annihilating whatever you have built and making all the resources that you've collected despawn when they break your warehouse wit hall the chsests. This is just too much for vanilla game, and I haven't found any mods that would help me fight them back effectively yet (firearms require too much iron to make them and ammo, and I can barely save for iron swords and maybe some armor, and Creepers stop spawning too, so no gunpowdeer for ammo for firearms too). Not to mention my game lags like hell from all the thengs that are going on. If the Parasites would at least hide from sunlight during the day, wouldn't get immune to damage and would drop some parts that would allow to craft effective weapons and armor against them (at least something similar to iron gear in terms of stats) and maybe some edible parts, that would be a completely different thing. NoCube's addons try to implement stuff like that, but I still don't get enough resourses to survive, and again, the gear from these addons require iron (which I can't get in large quantities without a villager/golem iron farm). And i any case, as I already said, phase 5 means my base gets destroyed and all my resources vanish so that's it. I gave up and switched to Creative at Stage 5 (or was it even 4?)when some thing has spawned outside of my house and locked all my abilities (I wasn't even able to place blocks or eat), slowed me down and drained my hunger to minus infinity (i literally ate 2 stacks of golden carrots and enchanted golden apples taken from Creative, and still didn't get even 1 bar of hunger restored)
@@cooleecoolee9504 no, I almost never use enchantments. Also I prefer firearms, and most firearms are non-enchantable. Tried Mr.Crayfish Gun Mod (not very effective) and Rafradek's TF2 Stuff (also not enough damage output to deal with bigger Parasites). Currently trying Techguns and Draconic Evolution (feels better, and also zombies and skeletons are now using firearms too and shoot down a good share of Buglins, Rupters and Assimilated-class Parasites (not mentioning all the bandits and soldiers) and soldiers often have attack helicopters patrolling their outposts, so I hope they will help me to deal with flying (and maybe big walking) Parasites. Techguns reauire, well, "tech stuff" and a lot of restources (i.e. base) but I've heard that Parasites can only break blocks with Hardness lower than certain number, so I think it's possible to build a base that they wouldn't be able to destroy (concrete or armed concrete should do for starters, then Iron Blocks, Shhipping Container blocks should do for an upgrade, and when I'll be tough enough to survive more than a few seconds under heavy AKM and Blaster fire from Pigmen Troopers and Cyberdemons in the Nether, the Nether Metal and Obsidian made from Lava and Water should be the final upgrade that will make my base's perimeter unbreachable. Then a few flamethrower and BFG, laser or blaster turrets should probably keep most of the Parasites at the distance. I just hope that the attack helicopters and turrets won't despawn / decay into gore, just like all the NPCs (companions) from other mods do while in a Parasite Biome at later stages. Other than that I'll be forced to use Draconic armor and weapons (but I'm not sure if they can be enchanted - they mostly rely on Upgrade Modules to boost their efficiency, and making those also requires a base with tech devices (Redstone Flux power for charging them, so their Modules would work, at least).
I’m getting sick of the dev team, I love this mod but the devs just buff everything without caring about balance, in the recent update they literally made it so killing parasites DOESN’T decrease their points. I know it’s “OHH THE WHOLE POINT IS THAT ITS HOPELESS BLAH BLAH BLAH GET GOOD SKILL ISSUE” but it’s genuinely not fun to play at a certain point, and this mod reached that point long ago. They need to focus on balance next update, everything has been benefiting the parasites and not the player.
Phase 8 is when all the Hell breaks free. This can happen on phase 2 or something, I think, if you get an Assimilated Enderman (though there are some Adapted creatures, so I think it's at least phase 4 or something. The problem is - once you get an Assimilated Enderman after you, he starts teleporting all the nearby Parasites to you, and the more you die - the more Assimilated Adventurer (parasitic zombies made of your corpses and wearing your armor) spawns (and if you kill them - each one oof them pawns 3 Bulins, that will soon grow into Rupters, which will later evolve into Manglers, and your corpses will later morph into Moving Flesh and merge into Primitive parasites like LongArms, Manducater, Summoner, Reeker, etc. which will then Evolve into Adapted versions of themselves... In other words - if you get an Assimilated Enderman near your spawn point in the open field - you're screwed.
@@Vic47i think you're kinda exaggerating. getting a primitive on phase 2 is already a challange on its own, and were talking about adapteds here. i have no idea how you play the mod, but i encountered my first every adapted on, like, half of the third phase. also the assimilated enderman part, yeah i gotta kinda agree, kinda. endermen are pain in the ass mainly because they can always outrun you and notice you from crazy directions, then add them being able to teleport other assimilateds and parasites to you and we've got ourselves a shit show. i think endermen should get a rework, that's why i stand by lowering their frequency to teleport and turning off their ability to bring parasites to you, and if you're still not having fun by their existence, then i also completely and entirely support turning them off completely all via the config. but the rest is also a bit exaggerated. a rupter turns into a mangler when the said rupter gets 30 kills, which is a lot. a rupter only has 10 hp, and only starts attacking hostile mobs from phase 2, and before phase 2 they will only attack hostiles in groups. sooner or later, the rupter will get killed by basically whatever because they cant adapt to damage. second thing, for assimilateds to melt into moving flesh, one of them has to have 5 kills, and needs to be close to 3 other assimilated mobs. assimilated mobs attack other mobs rarely, and the 5 kills had to be 5 hostile mobs, so things like chickens, pigs etc dont count
@@jankauza8694 well, thats very unlucky o you, but yeah that might happen sometimes. id suggest being constantly on the move, not sure if youre trying anymore, but i hope you the best of luck anyways and have fun!
That’s why I always have keep inventory on with this mod. The parasites already punish your mistakes heavily, so stripping you of your items and creating a perpetually growing horde at spawn is just overkill
I just use Corail Tombstone. Ghostly Shape keeping them from aggroing for 2 minutes while you get your stuff is really handy.
You better be playing with that 😈
Same
@@Adapted_Reeker
Nice argument, unfortunately
_no cubes addon, flamethrower_
So you have a skill issue
One must imagine Steve happy.
Literally my gameplay, except in my case it's a horde of my own dead bodies and an assimilated enderman spawnraping me.
"Spawn raping"☠️
“You better hang up that computer call. Come over here and look at my hot eyes. I’m feelin’ romantical.”
Me with my bro
The hell-
"Skill issue, just get better gear." -👶
What the dev would probably say before making the A. Enderman spawn in phase 1 and immune to lava.
I think there should be a fire parasite.
@@cmmpr111 I think there should be a warden parasite.
Haha boy to I have a funny thing to tell you
*the assimilated enderman CAN already spawn in phase 1.*
So fair and balanced am I right 😁😁👍👍
@@CooISkeleton96 Ehm, i meant like naturally spawn with every other parasite and not be made by a endermen being infected. Unless the creator did do that and i didn't see it since i shut off this [lovely] mod from my memory.
@@zorgonvoir6896 oh, still naturally spawning at phase 3 - 5 is still too early, but yeah they can’t naturally spawn at phase 1, I just had a experience where a enderman got infected during phase 1
yeah the devs know about this already, since the mod is still a wip they still dont add proper ways to fight them lol ☠
The 200 kiloton Explosives in my base's basement.
If the mods dont balance em out. Ill balance em out.
bro forgot to light up caves underneath
It's hard to tell where they are, unless you use Spectator Mode.
I've got a Dispatcher Stage IV before I knew there was a cave system deep under my village and even more caves around the whole island.
This mod is ridiculous and parasites shouldn’t be able to kill me with full set of Avaritia armor
Ya, it’s tons of fun
The new update nerfs assimilated enderman but gives buffs to already strong parasites and gives stronger variants to assimilated, primitive and adapted ones
Why? Weren’t they already strong enough
@@RavenGamingOverLord well, the devs never intended the mod pack to be easy
And you can do nothing to stop it
Except /kill @e or /gamemode 1
I have now become god pathetic parasites @@Vic47
Only way, that I fixed it:
1-never build base on spawn. Only this Holly, sensitive and careful mod teached me, that when I'm doing it, I'm funking myself.
2-when I dying (or hear, any way if it's happening it's suppose to), if hight tele-bastard is close... Run and pray, you can't to do anything else anyway, no one will blame you.
2.5 - I died? Am I on spawn and this tall boy right here? Try again. I have no choice.
3 - I did it? Build new base. Get from the start. Forgot about old base and dropped stuff, you'll not get it back. And never comeback...
Oh, so I'm dead? Well...
I wanted to fix this comment, but I have problems with theme on a phone, so I'll not.
Covid-20:
Like dude, yesterday i started a server with my friend, the first days where a little scary but fun (the mutants where kinda creepy) but it all went to shit the instant stage 4 started. We we're like "Oh crap, we better get some good gear and make a bunker" 10 minutes later we are getting constantly spawnkilled by like 80 infected corpses, 5 assimilated enderman and like a shit ton of other mutated parasites. The worst part is that like 4 HIVES SPAWNED NEXT TO OUR HOUSE. Like wtf 😭
Peaceful difficulty:
parasits are op
this happened once to me and it created a chunk ban
a tip i could give if possible in 1.12.2 is set the spawn radius to 100 or smth so you spawn with some distance from them
bro
that's just what happening to me the first time i play that mod, all that shit caused by a fucking infected enderman
The last one was golden, until your goofy brain decided to turn around
Nocube's combat addon may help you (just as keep_inventory)
Then that'll be no fun. Just go to Creative Mode and set the phase to -2.
Yeah I have done it multiple times because of these creatures
True balance
Ngl I build in what use to be lava pooling but now obsidian underground then build a wall on top so when I get out they won’t see me but in case if it happens I have my obsidian bunker to chill in or have open modular turrets mod
The last run away you just ran back towards them why
/gamerule spawnradius
What it do?
The original greg.jar
YAROSLAV
Been There
Just put the difficulty to peaceful then back
I'd rather prerfer balanced gameplay, really.
Default mobs are (mostly) slow and die/despawn during the day. The parasites are fast, don't burn in sunlight, suffer almost no penalties from being in teh water, are extremely fast, hit hard (many just outrun and oneshot you irrelevant of whatever armor you wear from a distance from which you can't even strike them), they multiply progressively by killing you (every time you die they get a new zombie wearing your armor, and it spwwns 3 more parasites if you''ll kill it, draining your weapon and armor durability infinitely) plus they prevent other mobs from spawning or infecting them, making harvesting stuff like Ender Pearls almost impossible, and if all that isn't enough they eventually get immune to any kind of damage and start destroying blocks, annihilating whatever you have built and making all the resources that you've collected despawn when they break your warehouse wit hall the chsests.
This is just too much for vanilla game, and I haven't found any mods that would help me fight them back effectively yet (firearms require too much iron to make them and ammo, and I can barely save for iron swords and maybe some armor, and Creepers stop spawning too, so no gunpowdeer for ammo for firearms too).
Not to mention my game lags like hell from all the thengs that are going on.
If the Parasites would at least hide from sunlight during the day, wouldn't get immune to damage and would drop some parts that would allow to craft effective weapons and armor against them (at least something similar to iron gear in terms of stats) and maybe some edible parts, that would be a completely different thing.
NoCube's addons try to implement stuff like that, but I still don't get enough resourses to survive, and again, the gear from these addons require iron (which I can't get in large quantities without a villager/golem iron farm). And i any case, as I already said, phase 5 means my base gets destroyed and all my resources vanish so that's it. I gave up and switched to Creative at Stage 5 (or was it even 4?)when some thing has spawned outside of my house and locked all my abilities (I wasn't even able to place blocks or eat), slowed me down and drained my hunger to minus infinity (i literally ate 2 stacks of golden carrots and enchanted golden apples taken from Creative, and still didn't get even 1 bar of hunger restored)
@@Vic47Have you consider using a power 3 with flame?
@@cooleecoolee9504 no, I almost never use enchantments. Also I prefer firearms, and most firearms are non-enchantable.
Tried Mr.Crayfish Gun Mod (not very effective) and Rafradek's TF2 Stuff (also not enough damage output to deal with bigger Parasites). Currently trying Techguns and Draconic Evolution (feels better, and also zombies and skeletons are now using firearms too and shoot down a good share of Buglins, Rupters and Assimilated-class Parasites (not mentioning all the bandits and soldiers) and soldiers often have attack helicopters patrolling their outposts, so I hope they will help me to deal with flying (and maybe big walking) Parasites.
Techguns reauire, well, "tech stuff" and a lot of restources (i.e. base) but I've heard that Parasites can only break blocks with Hardness lower than certain number, so I think it's possible to build a base that they wouldn't be able to destroy (concrete or armed concrete should do for starters, then Iron Blocks, Shhipping Container blocks should do for an upgrade, and when I'll be tough enough to survive more than a few seconds under heavy AKM and Blaster fire from Pigmen Troopers and Cyberdemons in the Nether, the Nether Metal and Obsidian made from Lava and Water should be the final upgrade that will make my base's perimeter unbreachable. Then a few flamethrower and BFG, laser or blaster turrets should probably keep most of the Parasites at the distance.
I just hope that the attack helicopters and turrets won't despawn / decay into gore, just like all the NPCs (companions) from other mods do while in a Parasite Biome at later stages.
Other than that I'll be forced to use Draconic armor and weapons (but I'm not sure if they can be enchanted - they mostly rely on Upgrade Modules to boost their efficiency, and making those also requires a base with tech devices (Redstone Flux power for charging them, so their Modules would work, at least).
@@Vic47hbm nuclear mod + mystical agriculture + tiny progressions + tech guns + immersive engineering + actual additions + ender io makes it too easy
@@AA-tz2bm I rather have it too easy than stupidly hard
Nerf miner
modpack name?
I’m getting sick of the dev team, I love this mod but the devs just buff everything without caring about balance, in the recent update they literally made it so killing parasites DOESN’T decrease their points. I know it’s “OHH THE WHOLE POINT IS THAT ITS HOPELESS BLAH BLAH BLAH GET GOOD SKILL ISSUE” but it’s genuinely not fun to play at a certain point, and this mod reached that point long ago. They need to focus on balance next update, everything has been benefiting the parasites and not the player.
You can’t play this mod without ntm.
I mean its your issue to lead the parasites to spawn
L me lol
Should a fuck up soft lock the game?
skill issue honestly
Then why don't u try by yourself. U will die at the start of the outbreak 💀
is that like phase 8??
Phase 8 is when all the Hell breaks free. This can happen on phase 2 or something, I think, if you get an Assimilated Enderman (though there are some Adapted creatures, so I think it's at least phase 4 or something.
The problem is - once you get an Assimilated Enderman after you, he starts teleporting all the nearby Parasites to you, and the more you die - the more Assimilated Adventurer (parasitic zombies made of your corpses and wearing your armor) spawns (and if you kill them - each one oof them pawns 3 Bulins, that will soon grow into Rupters, which will later evolve into Manglers, and your corpses will later morph into Moving Flesh and merge into Primitive parasites like LongArms, Manducater, Summoner, Reeker, etc. which will then Evolve into Adapted versions of themselves...
In other words - if you get an Assimilated Enderman near your spawn point in the open field - you're screwed.
@@Vic47i think you're kinda exaggerating. getting a primitive on phase 2 is already a challange on its own, and were talking about adapteds here. i have no idea how you play the mod, but i encountered my first every adapted on, like, half of the third phase. also the assimilated enderman part, yeah i gotta kinda agree, kinda. endermen are pain in the ass mainly because they can always outrun you and notice you from crazy directions, then add them being able to teleport other assimilateds and parasites to you and we've got ourselves a shit show. i think endermen should get a rework, that's why i stand by lowering their frequency to teleport and turning off their ability to bring parasites to you, and if you're still not having fun by their existence, then i also completely and entirely support turning them off completely all via the config. but the rest is also a bit exaggerated. a rupter turns into a mangler when the said rupter gets 30 kills, which is a lot. a rupter only has 10 hp, and only starts attacking hostile mobs from phase 2, and before phase 2 they will only attack hostiles in groups. sooner or later, the rupter will get killed by basically whatever because they cant adapt to damage. second thing, for assimilateds to melt into moving flesh, one of them has to have 5 kills, and needs to be close to 3 other assimilated mobs. assimilated mobs attack other mobs rarely, and the 5 kills had to be 5 hostile mobs, so things like chickens, pigs etc dont count
@@TheLastOfPies it is pretty random. i got adapted manducater in 8 minutes .phase 0 just because everything decided to spawn in one cave. :(
@@jankauza8694 well, thats very unlucky o you, but yeah that might happen sometimes. id suggest being constantly on the move, not sure if youre trying anymore, but i hope you the best of luck anyways and have fun!
@@TheLastOfPies it was fun how we got destroyed on first day. but he dispawned and that world ended up surviving 60 days so it was good.