And the worst part is it function like Terraria corruption. Except it is in 3d geographical sense, which means it is impossible to contain even with copious amount if TNTs And last of all, you don't even got a clentaminator equivalent to fight it.
@@majorblitz3846 you can contain infected area with other mods such as HBM nuclear tech by using neutron bombs to kill and nuclezr bomb to destroy and sterilize infected area
I can’t help but feel that the narrator slowly counting up at 2:42 is a reference to the parasites evolving, as their progressively stronger phases are numbered up to eight. The player gets notified of the parasites evolving by only a seemingly spontaneous, ominous written number in their chatbox and nothing else. You’re only left to imagine the ramifications it will have on you and your world. Quite eerie.
This man literally made a super high quality Analog Horror video, that had me shaking in my boots the whole way through, as a means to promote a Minecraft mod. Dude, holy cow are you talented.
This has some interesting lore implications, if the parasites are smart enough to understand and use technology then the Living and Sentient equipment sets could very well be parasites adapting to the player. A merge between Player and Sentient/different Armor could actually be done as a game play mechanic. Rather then hijacking the Sentient Armor lets create a new one for an example, the "Parasitic Armor" which is Iron in base defense but it gives the player adaption like parasites. It also makes Parasites non-hostile like Piglins/Zombie Pigman till attacked. The player also has CotH and can pass it to others. Removing the armor could provide a debuff, 2 less hearts per piece of armor taken off till you put it back on... Or make a very rare cure item that can only be done with materials found in the Parasite's Biome. If possible this debuff would persist through death. You could even go so far as to only activate the debuff at phase 4+ but make the armor obtainable as early as Phase 1 since the parasites recognize the player. In a way trapping the player but if you stay with them in their Biome you would get buffs the parasites do and no longer need food. It would be a nice gameplay mechanic... Join the inevitable, aid the parasites and keep your self... or fight against the hive and die fruitlessly to remain truly free? Amazing PvP with actual proper factions or solo or co-op where you fight for the world or let the parasites take control. This mod has infinite potential.
Theory: The reason why the parasites accept you making armor out of them is because of their own beliefs in hyper natural selection. The defeated parasite flesh accepts being assimilated by you, just as the parasite would expect a defeated organism to be assimilated by them. Truthfully, they aren't doing their conquest out of malice, it's just what they do. In the end though, even if you don't die to the hordes, age will take you. So you will have to make a choice: Die to keep your freedom, or give up your freedom to live...
I would love this idea to be in the mod becuse when I used scape and run parasites I don't atack the parasites I only avoid them becuse I prefer to help it spread than killing it I find it more fun that way. Mostly by feeding the flower things and buglings random animals I find or have has a surplus from my farms
Tbh I've always thought since I started playing this mod about the possibility of harnessing the power of the parasites for yourself as a really endgame thing, for weapons, armor, maybe even blocks(that don't get destroyed by the parasites) or bio-machinery Recently came up with something I thought was pretty cool, so might as well. After defeating whatever the final boss of the mod is, you could use it's drops to form a "parasite egg", which would spawn a buglin. A single buglin, that would grow into a rupter, that is friendly towards the player. Essentially, a way to create your own parasite army in a "fight fire with fire" sort of logic, able to do everything the parasites can, just on your side. Ofc, it'd still be an uphill battle, since by the time you fight the final boss, your world is probably phase 7 or 8, and your parasites start at 0, and don't spawn naturally Once your parasites evolve enough tho, you could build structures that spawn them, or use Beckons to the same effect (even create your own parasite biome). In the end, I think it'd be a nice twist if the only way to effectively fight the parasites was the parasites themselves
This perfectly captures the feel of playing the mod. It feels like the world has a terminal illness and once you see the first buglin, it’s already too late. All you can do is survive a little longer but have no hope of victory
I made it so the all hostile mobs attack parasites on sight, to give me an edge. It's like the overworld's fighting back, and it really adds to the experience. I mean, I look out into the desert near me, and see piles of viscera everywhere, hear explosions. It's good the parasites are meeting resistance.
@@what_is_oatmea1 SRParasites.cfg. Scroll down 'till you see, " # Mobs that will target the parasites. " it'll list an example of a zombie, and be defaulted to an iron golem. You can type just minecraft under, " minecraft:villager_golem ". That will register most mobs to attack on sight, sadly ghasts, slimes, magma cubes, and some passive mobs won't fight back. (This will work with mods too, just put " defiledlands " ,or " quark ", just some examples from my mods.) And, I found out that you can do the same for parasites. You can make them fight on sight as well. Look for " # List of mobs that the parasites will no longer attack if "Mob Attacking" is true ". You can put, " minecraft " in there too. It'll be defaulted with, srmonstress, and minecraft:creeper. You'll see it set all mobs to not be targeted, by default. But this can be inverted by the option just below it." "Mob Attacking blacklist Inverted"=false ". delete the false, and type in, " =true ". And, there you go it'll be a full on war, with combat parasites. You can also mess with when parasites will fully kill everything too (Rupters don't fight much in early stages.) that's in SRParasitesSystems.cfg on the 570th line, and what converted mobs turn into, on the 1289th line It's a rabbit hole. So many config options.
@@mechanicer3105 atleast their health gets lowered so that you are able to pick them off. But the mod should make the undead actively fight against parasites. I believe that the undead do not feel pain but instead they get stronger when assimilated. Remember, for the normal mobs, being afflicted with COTH gives them weakness, but this weakness actually gives the undead strength since they get reversed potion effects. So it would make sense for undead mobs to not fight back against assimilation
You know, when first watching this i was like "oh that's really neat! Can't wait for the new content". then I thought about the actual gameplay implications of this video. Help
help? dude i love SRP, it's so good, but its a bit less good when it gets out of hand and the paraites start a siege on ur base and u got nothing but piles of busted robots (yeah i had an army of robots in my world that i tried to use to stop the parasites but i failed badly). the parasites were strong already, and with this new update, as much as i love new content, is literally the k!ll!ng blow for my world.
@@mazinger_mol5879 interesting, in my experience the parasites were "weakened" significantly, in that they are simply incapable to reach phase 4+ without me sleeping. To be fair, i did tweak the config quite bit, but i had most of those changes before 1.9.6/7 already in place. I recommend taking a deep dive in the config files, can really improve your odds if you're not here for the difficulty. Simplest change is adding zombies, skeletons and endermen to the attack task list, already helps out a ton
@@dark-5825 already did that but it's even worse. More parasites started spawning and the heavy bombers are destroying my base (i'm on my world rn so i can tell u the details if u care to know). I had 400 turrets at the start and now only 56 are still working (i made a redstone system to check the exact number of working turrets and broken ones). Also keep in mind that they are at stage 8
@@mazinger_mol5879 okay yeah i don't have much experience with surviving 5 and up, always tried to keep it at bay. I thought you meant more like a relatively fresh world
Imagine a single parasite breaking containment-scurity mechanisms. That would totally add another layer of horror to the mod, sabotagge. Small parasites could support others by destroying security systems, or pressing buttons to open doors
@@SaltyCrabOfficial I imagine a parasite the size of a spider (mc), that can go through 1 block gaps, open trapdoors, break redstone blocks-powder and manipulate buttons-levers. Its appearance would be like a grey mass with four hind legs and 2 arms in the front. It would possess no face, but small dots where the neck begins. Some small glowing dots-lumps over the body would be neat. Sorry for the essay
@@SaltyCrabOfficial hey I got some news! I made a concept art of the parasite, sent it on discord with the description/abilities/procedures and if we get lucky it could be added to the mod
I never thought of that but yeah that true its time to incinerate the storm with incendiary and technically if parasites from this mod apear irl the best defence is retaliating them with incendiary missiles napalm strikes (USA gonna be helpfull there) and at last in case of a control loss over situation the last solution the nuclear weapon
So there is a new parasite named the manger and I bet that most of the recent parasites will receive balance changes and some will be implemented into survival mode and some mobs will get new texture overalls
I love this mod for the mechanics. I'm just now finding out it has a theme similar to my favorite analog horror, Gemini Home Entertainment, makes me love it more
I feel like someone, if they have a modded 1.12.2 server, silently add in the SRP mod without telling anyone. After that, they should then broadcast this entire video (except for that beginning text) to every player in the game. Watch the chaos. Maybe even film their reactions, I would love seeing that.
The proper equipment: 1. Yellow spandex suit. 2. Red gloves 3. White cape 4. Self worth. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sUjXL1zx83E.html I dunno, I just feel like it's poetic if the ultimate symbols of individual strength go up against the ultimate symbol of collectivism.
This little series you have brings some interesting implications, the parasites seem to be pretty smart, sure in the earlier phases there uncoordinated, but once a beackon is set up it’s all down hill for humanity. Though from this video it seems to me that is an assimilated human/villager disguised as a normal person, they can actually act as a person, going to work, tampering with emergency alerts, the works, really brings out the hopelessness of the mod. But hey I could be completely wrong with this, who knows? Also, is this mod by chance inspired by the flood from halo? They seem to share some similarities here and there and I’m just curious
Survivors log day 1: I dont have much time to right this down. As im packing there was an emergency broadcast and someone or something trying to break in. the alarms a ringing and ive lost all hope. if anyone finds this meet me at ______ and i hopefully will be ___. Good luck
Manglers shown in this video turned out to be unrecognizable. After 1.9.6 was released, Manglers are now recognizable, with the appearance of a buffed Rupter.
your mod scares me I've used everything even the modern force of a military power but every time they come back, we used manpower the highest calibers and the biggest guns, but they would route us with numbers and size. Their infestations grew powerful, so we napalmed we pushed further and further back out of their territory and as outposts we used to fight them fell faster. Finally, we decided to deploy a failsafe we deployed a nuclear payload so devastating that the ground lay in a creator of radioactive material. The clouds lay so heavy with smoke for several minutes nothing was visible at all. When the smoke cleared their colonies were gone. However the beckons still stood.
I'm really interested in this mod, but I will not play it unless 2 things happen. 1. It eventually becomes compatible with the most recent version of Minecraft vanilla. 2. They seriously nerf the damage adaptation. It's the single most unfair mechanic in the whole mod. Either get rid of it entirely or cap it at 50%. Eventually the stronger parasites will become invincible otherwise.
@@LordSiravant it has been nerfed, the creatures will adapt to the weapon (or mob) itself, not to the weapon type, so you can use multiple different bows, instead of a bow, sword and explosives, and they also gave it a cooldown, so its much weaker than before, plus, if you're not using fire I honestly don't know what you are doing, it even does 4 damage to them instead of 2, which is honestly a pretty heavy blow to the parasites.
As an average parasite enjoyer I can say that's the point. We become stronger. Become one of us. One of us! One of us! We adapt to our foes. I have before instructed the parasite army to kindly and piecefully go to many villages and convert the local inhabitants to our side. We enlist many soldiers to our nation. They volunteer to convert all of the minecraft villagers to our side. We need you! Join us! Join our nation to make the world of minecraft a better place for all to live in. ::)
A message to all players out there that are still alive. Do not despair…Do not give up…We are strong! We must put our differences aside and fight on! JOIN ME MY FELLOW SURVIVORS! It’s time we push back against this threat! We are weak alone but together we can move mountains! THE PARASITES ARE FORMIDABLE BUT WE WILL STAND OUR GROUND TOGETHER! NOW SOLDIERS LET US UNIT TAKE UP ARMS AND FIGHT FOR THIS WORLD!
I saw some comments about the sentient armor being bounded to the player, will it be like crysis nanosuits? Where they’re symbiotic and unless the previous host is killed its useless to anyone else?
Villager no.5: Breaking news! Citizens have been reporting strange creatures appearing and attack any other living creatures on sight! Villager number nine is on the scene! Villager no.9: …*Growls* (Is already infected) Villager no.5: Oh…Umm…*Is surrounded by infected villagers and parasites* Well that’s it for this addition of villager news. See you nex- Parasites: *Lunges at Villager no.5* Villager no.5: AHH-[Connection lost]
I do have a little issue with the mod, maybe its my fault, but in my old world (not really old), i died to the assimilated endermen, so i figued out how to remove them, but they appeared as white aggressive blocks...so i made anothe wold, i still see a white block of them but they disappear and never attack
They're not kidding. Once you've spotted one, it's already too late. Ypur world is infested, and there's absolutely nothing you can do but try to survive it.