This was super super helpful, trying to find a full documentation of this mod was tedious, they’re either outdated, split into like ten videos, or have a bunch of “play for yourself to find out!” in it. Now one finally exists from none other than one of my favorite showcase creators. Thank you so much, your work is very appreciated 🧡 (Now go rest, you’ve earned it)
Fire should be universally effective against these things, should clean the biomes, and be unadaptable. That still wouldn't give the player any hope of survival, it would just be reasonable.
@@Turner-ex4ydthey can? damn though they do take quadruple damage from fire, adapt worse when on fire and theres also something called the Quench made from stuff like blaze powder that does clean up parasite biome matter
Awesome showcase! You've made what I consider to be the best documentation about this mod to date! Some things I want to add (for anyone interested in this mod): - This mod is super unbalanced so it's heavily recommended you download additional mods. Diamond armor will NOT cut it. - It may not have been clear, but Dispatchers & Beckons aren't supposed to exist before Phase 3, so if the world phase is brought down, they will slowly die. - Lures reduce points, and if enough points are removed, the Phase can be reduced back down a previous level. After the world enters a new Phase, there's a cooldown preventing points from being gained (~1 Minecraft day). - Adapted parasites, Pure parasites (Overseer, Warden, Vigilante, Monarch, Marauder, Grunt, & Heavy Bomber), & Preeminent Parasites are STUPID strong and will most likely one-shot you without super high level gear (we're talking fully enchanted modded armor). - Shaders in the video conflicted with the Adaptation portion - when parasites are adapting to damage, they flash green, and once they're fully adapted/immune to a form of damage, they flash pink and make a hissing sound. This wasn't visible in the video. - This mod is ONLY on 1.12.2! yorkhousemodz is using a Resource Pack that makes the environment look like modern versions of Minecraft. The creator intends to finish the mod first before porting it to other versions.
@@sifatjahan2197The cave Dweller mod isn't unbalanced per say, so it's not really the BEST excuse to just say "Ah yea that monster that one shot me with my Diamond armor was meant to do that. It's like, really fun dude when it happens and I lose my items after." I love this mod, but you gotta admit it ain't doing itself any favors.
this is nowhere near the best documentation, i appreciate the effort but i would recommend watching crimson gaming's series of reviews on the mod for a full in detailed rewew with much fewer errors
@@minecad2828 and even more parasite invasion mods that are balanced. And they are great for players who want to stand a chance. but if you want a no-holds-barred battle for survival where the mod actively hates the fact that you and everything else is still alive, unlike pretty much anything Minecraft has to offer, you play Scape & Run
I’m pretty sure that this mod took inspiration from the flood from Halo, but there is a very cool ‘The Thing’ mod called From Another World, it’s kind of like scape and run but easier and more balanced for survival, I recommend you play it if you like the parasite mod.
I think it's a combination of the thing, the flood (halo), the Los plagos parasite from resident evil 4, and the way the living flesh comes together to make the adapted parasites reminds me of the way the mindflayer grows in stranger things series 3
Phase 0: Little buggers Phase 1: Wait what’s happening Phase 2: Make it stop Phase 3: Giants roam Phase 4: Had enough? Phase 5: Not even the plants are safe anymore main Phase 6: There is nothing we can do Phase 7: Kiss the world goodbye
Great showcase, I just wish this mod was playable past Phase 3. Once that passive point gain activates, just make a new world and save yourself the headache
It’s not actually that hard to wait until a biome spawn, make as many concentrated lures as possible, then revert all the way back to phase 1, I think that’s how you ‘win’ the mod
I got an Addon idea for this mod I think would be fun. Parasitic Armory: Essentially take the Living Armor set and have it have a separate upgrade path than the Sentient Armor. The Living armory doesn't enchant to become stronger but rather Evolves, getting stronger each Phase of Infection you're on, on the later phases your armor starts giving off bad effects such as Coth, Fear, and Awareness to basically signal Parasites around you. However if you manage to kill a certain number of Parasites your Armory becomes "Evolved", allowing you to now take pieces off of Parasites and add them to yourself, graining their Abilities and strengths such as those Orb attacks, degrading or ignoring enemy armor, ect. Then once you have the Evolved & Sentient pieces you can combine them together to make 'Symbiotic Scrap' which can be applied to different Vanilla or Modded armory sets applying your preferred Mutations and Adaptations onto your favorite gear.
I like the mod itself, the idea of having you're own world turned against you is really cool. What I take issue with is that anytime the parasites get a weakness added (i.e. Armor that can help, or potions for this instance) they are always half-baked. Like the only way to get it is to cheat which lame tbh.
Because the mod is unfinished and they want the mod to be hard. Unfortunately the devs don't grasp the difference between Hard/Unfair. Due to design of the mod the phases pass too fast with multiple players, while in single player you get swarmed. Edit: I otherwise like the mod, but I can see it easily being forgotten if anyone makes a fair parasite-like mod.
@@Buglin_Burger7878 Exactly. I can't count how many times I loaded up a world only to see it go up a phase just a minute or two after spawning. if there was at least a cooldown between transitions of phases like a week long then I'd say it's fair.
@@Buglin_Burger7878and it's happening too if the creators don't make counter measures for the parasites and update it to newer versions it will die since many infection mods are popping up for newer versions
@@captainbadassitude1845 The mod is highly configurable. The configs can just be a headache to sift through, what with the sheer amount of stuff that's in the mod.
Exactly. The mod either needs a reliable way to fend off the parasites or nerf them so that they aren't as op as an anime character. The only mods that I count fun are mods that either don't absolutely need your attention 24/7 or work well with vanilla. This mod is way too gimmicky and works horribly in mod packs since it is just too big and controlling for other mods to gain your attention.
I mean, this is really just a really, really detailed mod that completely takes away any sort of control or power the player has, allows the parasites to have the slightest of weaknesses with lures, biome purifiers, and fire, and then asks _what are you gonna do about it?_
So, the animals, the villagers are still alive inside, they're in there, screaming for help, don't know what's happening, but their body is not under their control anymore? That's horrifying. This is like Last of Us, where the infected are probably alive inside but the fungus controls their body.
There’s a bit of info that has changed or has been missed. Dispatchers: Dispatchers don’t only transport parasites, they also have an inventory to store them. If they store enough incomplete forms as a stage 2 dispatcher, the dispatcher will give them a proper form. It will change the incomplete forms into a creature called a heed, a spider like parasite with severed heads growing from its neck, held up by a vein. If a stage 3 dispatcher does this, the form will be changed to a crux, a tall, bulky humanoid with a mouth that takes up the entire head. A crux is also capable of picking up blocks to throw at enemies. Carcasses+lures: the lures have changed. Now they simply pause evolution points. There is an activity involving lures that decreases points though, called carcassing. To create a carcass you just clear a 7x7 area, place a lure in the center and place a lure of the same kind in each corner. I heard of carcasses on the wiki, I tried one in survival but I’m not sure how to make it register as a carcass rather than 5 lures. Beckons: What they meant saying “beckons won’t take damage anymore in phase 3” is that if a becon is in existence somehow before phase 3, it will decay. They won’t decay at phase 3+, don’t worry they still can be killed. Adaptables:(primitive/adapteds) the video mentioned a green blob in the adapted yelloweye description, I’ve been killed by this effect while fighting a primitive yelloweye. Both can do this. Also, there are two existing primitives that at the time this comment was made had no adapted form: tozoons, which are giant worm like creatures that move similar to hosts, and vermin which float around spewing out smaller parasites. Vermin are also the only source I’m aware of for gnats. While fighting an adapted bolster, it began flailing its limbs rapidly after I began using a hit-and-run strat. I thought it was a temper tantrum, as not being able to harm me seems like it would make the big guy grumpy. I was VERY wrong. When I went in for another strike I discovered it was feeling around for targets. An arm grabbed me and pulled me into the gaping maw of the bolster. It was the finishing blow that took me out. Misc: purifiers unfortunately don’t clean blocks anymore, but they do still stop parasites from spawning there specifically. The ancients, (dreadnoughts and overlords,) now only spawn from the death of a stage 4 beckon, with a small chance for this to occur. Nodes are only available in phase 7 now. Also, the terror hasn’t stopped advancing at phase 8. Phase 9 and 10 have been added but I don’t have information on what those phases do, please visit the wiki if you want to know about the new phases. Also the overlord has a new model, the old one now used for a parasite called a haunter.
awesome video, veteran of the mod here to point out the few mistakes.. phase -1 allows point gain, just disables natural parasite spawns(if they manage to get INTO that place and kill sum things, they can make it go to phase 0) the nether starts on -1 as well, and does not spawn buglins, only when it reaches phase 0 is when it can start the Link effect goes with Colonies(disabled by default, for now...), any adaptations will be spread to any parasite that can receive adaptation Simmermans(nickname given to assim endermen) can spawn outside phase 2-3, by normal enderman assimilation Sim dragons can only spawn if the dragon herself is infected or naturally when the End reaches phase 2-3 Beckons are ONLY created by reinforcement system, they do not naturally occur the color variants for primitives do things, the green inflict viral on melee and bloody ones inflict stacking bleeding Yelloweyes have a special ability to fire a acid glob, rapidly degrading both health and armor in a split second the Living/Sentient scythe has AoE attacks, dealing damage in wide circles around the player(sentient's AoE is unholy) Overseers can fire a biomass projectile, spawning a biomass entity that always becomes a rupter rest of what you said is correct, like i said... amazing review on the mod!
@@RandooGaming for 0-3/4, the spartan series weapons and shields does a good job at holding them back. HBM and other tech mods should be worked on in the background for the later phases HBM adds guns, nuclear weapons and mass powergeneration from reactors n' stuff immersive engineering as well, providing a good way to transfer energy for your HBM contraptions SwingThroughGrass is THE GOAT for early game, as rupters can be nearly unhittable within tall grass minimap mods can be good if you would like to see whats going on around you(though i don't often play with them, to make it harder)
Actually you can survive if you have a bow with infinity, flame and power 4 or 5. Just take out all of the primitive parasites from a distance and they can never land a hit on you and they won’t have time to adapt to arrows and fire before dying.
I love this mod, but I have a recommendation for an armor set: The Sapient Armor. It’s abilities would be greatly amplified when around parasitic structures, and there could be a sapient spear or living gun (of course a simple one, maybe an organic musket or shotgun)
I'm kind of disappointed that they made parasites have the ability to become immune to fire damage. As in the case of this mod, against all of these impossible odds, fire was your one reliable source of temporary safety. It's fleeting of course, since parasites can fly and avoid laval and whatnot, but having fire damage be your one saving grace was something I did enjoy about this mod.
The last time I watched anything on this mod, was another mod showcaser that hasnt posted in awhile. This mod has expanded so much from its older versions
I really want to know how can such horrific life forms exist in the Minecraft world, why are they weak to fire, and how tf can they infect a whole crapping dragon. I can't even imagine the pain these assimilated mobs are going through. I used to think the symptoms of getting assimilated would start with a stomach ache, strange stools, followed by a brain haemorrhage/heart attack and the entity dies for sometime but then is reanimated by the parasites who have now grown their own brains and hearts inside the entity to control them. What baffles me is that they can control rotten corpses as well! Already dead/infected humans, ie., zombies, can get even more infected by these parasites and turn even more eldritch. After watching a few Ender man theory videos, I think that endermites are parasites that have infected Endermen that disfigured their bodies causing them to turn black and lose their intelligence, and also cause them to become hostile towards players when they look directly at them. If they are already controlled by a parasite, how could another parasite take control of their bodies? Perhaps they kill the former parasites and take full control by themselves?
It's so fascinating to know that you are actually competing with an ai enemy with it's own goals, objectives, and win conditions. Makes the parasites seem more like actual beings when they have their own set of rules/limitations.
@@Watt_1200 I know of Rin's So Many Enchantments mod, which helps out a lot. It adds the enchantment, 'Advanced Protection', which is really helpful avoiding getting one-shotted by Adapted and higher tier parasites. However, it is hard to obtain
I'm sure this mod is ment to be unbeatable, end game enemy's can kill you even with 100% resistance. What you have to do is keep the level low but you will never win.
No even with I frames or any form of damage negation they will still wipe you in a heartbeat because of the minimal damage mechanic Minimal damage is basically a small set % of damage that ignores all defensive abilities and buffs its a brutal way of preventing facetanking along with adaptation and lousy damage caps
@@derrickhageman1969yeah the mod devs really need to work on balancing, otherwise the mod is great, it just requires you have something OP along with it like astral sorcery though.
@@senoritarat9520 you can actually remove,increase or decrease the amount of minimal damage,adaptation and damage capacity in the configuration file just set to false to disable,true to enable
Honestly, I appreciate that there's a mod that actively encourages players to use overpowered weapon mods. Every enemy is absolutely broken, but that's because it's balanced with the assumption the player has weapons that are broken. All these mods add so many interesting, unique weapons, but the vanilla scaling of difficulty is so small that they rarely get to shine. If you try this mod, play it as anything but a standalone.
I want to elaborate how unbalanced this mod is. Assimilated Endermen deal 2hp less than a phase 8 parasite. And they can show up as early as Phase 1. Those things are the definition of unbalanced and I’m dissatisfied with the recent nerf to it.
@@gabrielg2395 They can swim down but they aren't that fast, they are only very slightly faster then you. On high phases or with Depth Strider you're much faster relative to them compared to on land. If you learn how to make a lava ocean/base though this does the Ocean Base but better.
personally i dont like how difficult this mod aims to be, i like being able to build a base in my minecraft worlds but from what ive seen parasites will overrun you real fast if you dont have the proper equipment, which you wont early on
honestly, i want to see how this mod interacts with the crazycraft modpack. since it appears only vanilla mobs can be affected and damage adapted to, there's a good chance parasites would be helpless faced against the King ect.
The parasite biomes should have hives and super hives, which would basically be their version of dungeons/temples to explore, each possessing a miniboss or boss to guard the best loot at the center. There should also be some way to have a "bio lab" or something that would have experiments done on the parasites. It would contain something like a cure or whatever and a way to fight them. It would also have some kind of bioweapon parasite that the player can inject into themself, causing them to merge with the parasite. They would increase their stats slowly and gain new parasite abilities, kinda like Resident Evil meets Bioshock, or just Prototype.
Yeah, I started to get the feeling the creators were focusing too much on the “What if”’s for what they can do and not enough balancing. This mod seems like one that needs other mods to balance it out if they don’t
I mean it is literally intended to be challenging even with other mods installed. And it's so configurable that if you don't like the default balance, just change it...
Btw there's a plan for a stage 5 beckon currently its texture is a multi colored mess oh and some parasites can disable shields and quite a few parasites can create damaging waves and every parasite can inflict saturation which drains your hunger the pods the dispatcher stg 4 summons can inflict extremely high levels of this debuff that will send your hunger flying into the negatives a half of a stack of steak can fix it 😢 this just to fill in everyone on a few missed details add more replies to fill the gap
No. The late phases are already bs. We do NOT need more phases. Instead, the devs should nerf the hell out of stages past 3 so that they are actually fun.
This is literally just the flood, the whole lore surrounding the cells and such, and the marauder literally being the juggernaut I know the flesh that hates most likely has inspiration too but the juggernaut one is what makes me think it takes a lot of halo inspiration
I'm not arachnophobic, in fact i can pick up Huntsmen spiders and wolf spider's bare handed and I'll be fine But that giant spider animation is actually terrifying.
with a good gun mod and a mod that adds npcs capable of using guns pretty sure it would be fun commanding a whole entire military squad to wipe out the parasites or die trying
Just bring a gun mod, Timeless and Classics is a very good mod to counter the unbalanced mod. The starting phase is more than enough time to get heavy armoury, its best used in multiplayer!
Use vics modern warfare instead with HBM tech weapons. Plus flans pack I usually start of by making a fort made of obsidian with lavamoat Then I add machine gun emplacemnts all around the fort. Flamethrowers work really well against high tier parasites. Plus having nuke rounds help the radiation effect will kill off beckons that try to spawn near your base just make sure to have gasmasks and Radaway packs. And youll survive more than 100 days.
I decided to get my friends into this chaos and it was literal hell when we entered. It took 3 attempts to actually settle down and begin work. We had to disable assimilated endermen due to how aggressive they were for us. We ended up splitting up into 2 groups, myself and 2 others made up team Civilization and team 2 made up Team Revolution when ended up getting fucked over by the endermen until we removed them. We entered stage 4 now and we decided to move to the nether for a bit but we require food and team revolution has chickens so we have to get some eggs and go back to the nether before shit hits the fan fully.
@@todobienencasa6924 I know, my friends are still keeping them disabled tho lol. They felt traumatized by them, specifically a friend of mine we’ll call dudeboi. Dudeboi reaallllly had a bad time. So bad in fact the few times we offered parasites he said no almost instantly lol
I like the early stages - because its like a apocalypse that ends society like last of us or walking dead, but the late stages differ so much and i really don't like that
These things are fully capable of killing me with full draconic evolution armour. If that doesn't speak volumes for how bloody strong these things are, then I got nothing else to say to you.
the residue spawning beckons isn't unlikely at all as it is the main method of spawning other then when a parasite dies and the check is run every tic (roughly 20 times per second)
I would easily give this mod a 10/10 if it was actually balanced, lategame parasites ignore armor resistance which means you're fucked regardless of the type of armor you have and assimilated endermen are legit unfair since they can appear in phase 2
They can also appear at the very beginning of the game if a random spawned enderman gets infected so good luck fighting them and their teleported minions with only stuff tools.
Your mod showcases are excellent! Greatly appreciate the sectioned bits of the video if you were just looking for something specific about the mod. Also really enjoy your voice and accent. Where are you from if you don't mind sharing?
The best way I can describe this mod is that there is no drawn out fights. You either nuke these parasites or they nuke you. I suggest getting tech guns with this mod along with some other mod with good armor
I think I might have unbalanced my modpack b/c mekanism, insdustrial foregoing, all of thermal, and iron jetpacks. Sure I added 50% blood moons but flame thrower and obsidian tower hard Carrie’s me. One day, I’ll get started on that draconic evolution section
They do, they just want to finish adding every assimilated creature from the current version and then start to work on the recent versions with new assimilated stuff. They officially plan to make every vanilla mod assimilated
Fun fact, the late game parasites can kill you with resistance 5 which is 100% damage reduction
“Super balanced, no changes needed!”
I love it when they give the parasites minimum damage
@@dystopiannoob5730Config
Wait what, wtf
That's like a sword going through 30 inches of steel... Literally how?
this mod is legit the definition of "this couldn't possibly get any worse right?"
But it will soon get worse as the phases pass by
30 days later after the entire Minecraft world has been corrupted by the beackon and all the mobs are parasites: 💀
100%
As they say, this is what happens when an equivalent of aliens attack humanity
Dead Space ass Mod lmao. I luv it
This was super super helpful, trying to find a full documentation of this mod was tedious, they’re either outdated, split into like ten videos, or have a bunch of “play for yourself to find out!” in it. Now one finally exists from none other than one of my favorite showcase creators. Thank you so much, your work is very appreciated 🧡 (Now go rest, you’ve earned it)
I hate "play it yourself to find out" stuff, if I wanted to do that I wouldn't be looking for any documentation on it
just look at the wiki
Btw summoners can summon mobs from remains so destroy any remains
They got a new update and new mechanics, soo this video kinda outdated
Fun, yet unbalanced, which can be fun for some, although it's best to include other mods to better your odds of survival.
Get that flans mod ready, we are about to showcase the second ammendment to the parasites.
napalm forr the win !
hbm for the weapons and secrets
Fun yet unbalanced. Just like marvel 3
Add a gun mod, couple of friends and play on a city map. And see how long you can survive
Fire should be universally effective against these things, should clean the biomes, and be unadaptable. That still wouldn't give the player any hope of survival, it would just be reasonable.
@@poopman6944no they can adapt to fire
@@Turner-ex4ydthey can? damn
though they do take quadruple damage from fire, adapt worse when on fire and theres also something called the Quench made from stuff like blaze powder that does clean up parasite biome matter
@@ionisator1 they adapt worse but it's not impossible but yeah on the rest
@@Turner-ex4ydI mean if it can assimilate a literal ender dragon, we might as well be fucked already.
@@majorblitz3846wait till they hear about the Wither
Awesome showcase! You've made what I consider to be the best documentation about this mod to date! Some things I want to add (for anyone interested in this mod):
- This mod is super unbalanced so it's heavily recommended you download additional mods. Diamond armor will NOT cut it.
- It may not have been clear, but Dispatchers & Beckons aren't supposed to exist before Phase 3, so if the world phase is brought down, they will slowly die.
- Lures reduce points, and if enough points are removed, the Phase can be reduced back down a previous level. After the world enters a new Phase, there's a cooldown preventing points from being gained (~1 Minecraft day).
- Adapted parasites, Pure parasites (Overseer, Warden, Vigilante, Monarch, Marauder, Grunt, & Heavy Bomber), & Preeminent Parasites are STUPID strong and will most likely one-shot you without super high level gear (we're talking fully enchanted modded armor).
- Shaders in the video conflicted with the Adaptation portion - when parasites are adapting to damage, they flash green, and once they're fully adapted/immune to a form of damage, they flash pink and make a hissing sound. This wasn't visible in the video.
- This mod is ONLY on 1.12.2! yorkhousemodz is using a Resource Pack that makes the environment look like modern versions of Minecraft. The creator intends to finish the mod first before porting it to other versions.
The mod is a horror mod so it is supposed to be unbalanced
@@sifatjahan2197The cave Dweller mod isn't unbalanced per say, so it's not really the BEST excuse to just say "Ah yea that monster that one shot me with my Diamond armor was meant to do that. It's like, really fun dude when it happens and I lose my items after." I love this mod, but you gotta admit it ain't doing itself any favors.
@@sifatjahan2197There are many horror mods that are balanced
this is nowhere near the best documentation, i appreciate the effort but i would recommend watching crimson gaming's series of reviews on the mod for a full in detailed rewew with much fewer errors
@@minecad2828 and even more parasite invasion mods that are balanced. And they are great for players who want to stand a chance.
but if you want a no-holds-barred battle for survival where the mod actively hates the fact that you and everything else is still alive, unlike pretty much anything Minecraft has to offer, you play Scape & Run
this is practically a The Thing mode and I love it so much. you can see the massive insipration they took from it
I’m pretty sure that this mod took inspiration from the flood from Halo, but there is a very cool ‘The Thing’ mod called From Another World, it’s kind of like scape and run but easier and more balanced for survival, I recommend you play it if you like the parasite mod.
I think it's a combination of the thing, the flood (halo), the Los plagos parasite from resident evil 4, and the way the living flesh comes together to make the adapted parasites reminds me of the way the mindflayer grows in stranger things series 3
Yes
I also heard that the Overlord was based off that giant titan in the Mist so, there’s inspiration too
@@smallxplosion9546the bug-like nature of the parasites definitely gives off flood vibes.
This mod is a total pain in the ass in a "impending doom is coming and you can only slow it" kind of way. Fun in it's own painful way
Phase 0: Little buggers
Phase 1: Wait what’s happening
Phase 2: Make it stop
Phase 3: Giants roam
Phase 4: Had enough?
Phase 5: Not even the plants are safe anymore main
Phase 6: There is nothing we can do
Phase 7: Kiss the world goodbye
Great showcase, I just wish this mod was playable past Phase 3. Once that passive point gain activates, just make a new world and save yourself the headache
From what i can remember the whole 'phase' system is more or less a temporary thing while they work on the actual mechanics
It’s not actually that hard to wait until a biome spawn, make as many concentrated lures as possible, then revert all the way back to phase 1, I think that’s how you ‘win’ the mod
@@youtubealt243 This guy gets it.
@@youtubealt243sadly most people who complain about the difficulty of this mod are just too lazy to do it 😔
@@belowzeromanmost casual cant win this mod lol , its a creative mod but bad execution , nerf the shitty phase
finally a well made and up to date showcase of this mod
Yeah, a lot of the mobs in this mod are brokenly powerful. Pretty sure the devs themselves say that it was intended to be played alongside other mods.
Or just intended that you lose eventually and it’s only a matter of how long you can survive. I think it was meant to be scary not fair.
I got an Addon idea for this mod I think would be fun.
Parasitic Armory:
Essentially take the Living Armor set and have it have a separate upgrade path than the Sentient Armor.
The Living armory doesn't enchant to become stronger but rather Evolves, getting stronger each Phase of Infection you're on, on the later phases your armor starts giving off bad effects such as Coth, Fear, and Awareness to basically signal Parasites around you.
However if you manage to kill a certain number of Parasites your Armory becomes "Evolved", allowing you to now take pieces off of Parasites and add them to yourself, graining their Abilities and strengths such as those Orb attacks, degrading or ignoring enemy armor, ect.
Then once you have the Evolved & Sentient pieces you can combine them together to make 'Symbiotic Scrap' which can be applied to different Vanilla or Modded armory sets applying your preferred Mutations and Adaptations onto your favorite gear.
I- i dont think the devs are here pal
Use Scape and Run Armory, it's already a (unofficial but nonetheless good) mod
Yeah, send this to the debs
@@hiimjoe6768 anyone can make an addition to any other mod if they want
@@atlasthespy2707 whats the point if their not gonna see it?
I like the mod itself, the idea of having you're own world turned against you is really cool. What I take issue with is that anytime the parasites get a weakness added (i.e. Armor that can help, or potions for this instance) they are always half-baked. Like the only way to get it is to cheat which lame tbh.
Because the mod is unfinished and they want the mod to be hard.
Unfortunately the devs don't grasp the difference between Hard/Unfair.
Due to design of the mod the phases pass too fast with multiple players, while in single player you get swarmed.
Edit: I otherwise like the mod, but I can see it easily being forgotten if anyone makes a fair parasite-like mod.
@@Buglin_Burger7878 Exactly. I can't count how many times I loaded up a world only to see it go up a phase just a minute or two after spawning.
if there was at least a cooldown between transitions of phases like a week long then I'd say it's fair.
@@Buglin_Burger7878and it's happening too if the creators don't make counter measures for the parasites and update it to newer versions it will die since many infection mods are popping up for newer versions
It is incomplete.
@@captainbadassitude1845 The mod is highly configurable. The configs can just be a headache to sift through, what with the sheer amount of stuff that's in the mod.
longarms, kyphosis, hosts and herds also have a wave attack but overall it is pretty complete and well made. thank you for showcasing this mod
I really really hope they plan to make effective counter measures. Unless you want the hopelessness feeling this mod gives, it's not fun
Exactly. The mod either needs a reliable way to fend off the parasites or nerf them so that they aren't as op as an anime character. The only mods that I count fun are mods that either don't absolutely need your attention 24/7 or work well with vanilla. This mod is way too gimmicky and works horribly in mod packs since it is just too big and controlling for other mods to gain your attention.
I mean, this is really just a really, really detailed mod that completely takes away any sort of control or power the player has, allows the parasites to have the slightest of weaknesses with lures, biome purifiers, and fire, and then asks _what are you gonna do about it?_
@@aguyontheinternet8436And the answer is, “download additional mods”
As far as I am aware? Yeah they're never going to do that...
They be *those* types of mod developers.
1. The mod is meant to be unfair without mods, so download some nukes.
2. Have you heard of the config?
So, the animals, the villagers are still alive inside, they're in there, screaming for help, don't know what's happening, but their body is not under their control anymore? That's horrifying. This is like Last of Us, where the infected are probably alive inside but the fungus controls their body.
There’s a bit of info that has changed or has been missed.
Dispatchers: Dispatchers don’t only transport parasites, they also have an inventory to store them. If they store enough incomplete forms as a stage 2 dispatcher, the dispatcher will give them a proper form. It will change the incomplete forms into a creature called a heed, a spider like parasite with severed heads growing from its neck, held up by a vein. If a stage 3 dispatcher does this, the form will be changed to a crux, a tall, bulky humanoid with a mouth that takes up the entire head. A crux is also capable of picking up blocks to throw at enemies.
Carcasses+lures: the lures have changed. Now they simply pause evolution points. There is an activity involving lures that decreases points though, called carcassing. To create a carcass you just clear a 7x7 area, place a lure in the center and place a lure of the same kind in each corner. I heard of carcasses on the wiki, I tried one in survival but I’m not sure how to make it register as a carcass rather than 5 lures.
Beckons: What they meant saying “beckons won’t take damage anymore in phase 3” is that if a becon is in existence somehow before phase 3, it will decay. They won’t decay at phase 3+, don’t worry they still can be killed.
Adaptables:(primitive/adapteds) the video mentioned a green blob in the adapted yelloweye description, I’ve been killed by this effect while fighting a primitive yelloweye. Both can do this. Also, there are two existing primitives that at the time this comment was made had no adapted form: tozoons, which are giant worm like creatures that move similar to hosts, and vermin which float around spewing out smaller parasites. Vermin are also the only source I’m aware of for gnats. While fighting an adapted bolster, it began flailing its limbs rapidly after I began using a hit-and-run strat. I thought it was a temper tantrum, as not being able to harm me seems like it would make the big guy grumpy. I was VERY wrong. When I went in for another strike I discovered it was feeling around for targets. An arm grabbed me and pulled me into the gaping maw of the bolster. It was the finishing blow that took me out.
Misc: purifiers unfortunately don’t clean blocks anymore, but they do still stop parasites from spawning there specifically. The ancients, (dreadnoughts and overlords,) now only spawn from the death of a stage 4 beckon, with a small chance for this to occur. Nodes are only available in phase 7 now. Also, the terror hasn’t stopped advancing at phase 8. Phase 9 and 10 have been added but I don’t have information on what those phases do, please visit the wiki if you want to know about the new phases. Also the overlord has a new model, the old one now used for a parasite called a haunter.
New fear unlocked: crawling assimilated Enderman.
The Assimilated Bear is absolutely horrifying
awesome video, veteran of the mod here to point out the few mistakes..
phase -1 allows point gain, just disables natural parasite spawns(if they manage to get INTO that place and kill sum things, they can make it go to phase 0)
the nether starts on -1 as well, and does not spawn buglins, only when it reaches phase 0 is when it can start
the Link effect goes with Colonies(disabled by default, for now...), any adaptations will be spread to any parasite that can receive adaptation
Simmermans(nickname given to assim endermen) can spawn outside phase 2-3, by normal enderman assimilation
Sim dragons can only spawn if the dragon herself is infected or naturally when the End reaches phase 2-3
Beckons are ONLY created by reinforcement system, they do not naturally occur
the color variants for primitives do things, the green inflict viral on melee and bloody ones inflict stacking bleeding
Yelloweyes have a special ability to fire a acid glob, rapidly degrading both health and armor in a split second
the Living/Sentient scythe has AoE attacks, dealing damage in wide circles around the player(sentient's AoE is unholy)
Overseers can fire a biomass projectile, spawning a biomass entity that always becomes a rupter
rest of what you said is correct, like i said... amazing review on the mod!
What mods do you recommend for surviving? For lower phases and then mods for higher phases (5-8)
@@RandooGaming for 0-3/4, the spartan series weapons and shields does a good job at holding them back.
HBM and other tech mods should be worked on in the background for the later phases
HBM adds guns, nuclear weapons and mass powergeneration from reactors n' stuff
immersive engineering as well, providing a good way to transfer energy for your HBM contraptions
SwingThroughGrass is THE GOAT for early game, as rupters can be nearly unhittable within tall grass
minimap mods can be good if you would like to see whats going on around you(though i don't often play with them, to make it harder)
You definitely need to play this with other mods… vanilla equipment ain’t gonna be able to survive past stage 3
Actually you can survive if you have a bow with infinity, flame and power 4 or 5. Just take out all of the primitive parasites from a distance and they can never land a hit on you and they won’t have time to adapt to arrows and fire before dying.
I love this mod, but I have a recommendation for an armor set: The Sapient Armor. It’s abilities would be greatly amplified when around parasitic structures, and there could be a sapient spear or living gun (of course a simple one, maybe an organic musket or shotgun)
I'm kind of disappointed that they made parasites have the ability to become immune to fire damage. As in the case of this mod, against all of these impossible odds, fire was your one reliable source of temporary safety. It's fleeting of course, since parasites can fly and avoid laval and whatnot, but having fire damage be your one saving grace was something I did enjoy about this mod.
It's configurable.
Same. As of they're not OP enough
The last time I watched anything on this mod, was another mod showcaser that hasnt posted in awhile. This mod has expanded so much from its older versions
Are you referring to textconjure?
@@minecad2828 yes, thank you, I couldn't remember the name
It’s been a year since that guy posted.
They updated🙏🏻
This feels like a archive video created by scientists that were researching these things
This has to be the most complex mob mod I've seen. Very concise and well made video!
One of the most impossible mods to survive with in 200 days
Time to download gun mods to even the playing field
@@cothrone3651 “Some people think they can outsmart me. Maybe, [sniff] maybe. I’ve yet to meet one that can outsmart bullet.”
kid named ice and fire tamable dragons:
Why are people saying things that doesn’t relate to this comment ;-;
@@Frieren_LienelThey’re saying to download other mods to balance an unbalanced mod
I really want to know how can such horrific life forms exist in the Minecraft world, why are they weak to fire, and how tf can they infect a whole crapping dragon. I can't even imagine the pain these assimilated mobs are going through. I used to think the symptoms of getting assimilated would start with a stomach ache, strange stools, followed by a brain haemorrhage/heart attack and the entity dies for sometime but then is reanimated by the parasites who have now grown their own brains and hearts inside the entity to control them.
What baffles me is that they can control rotten corpses as well! Already dead/infected humans, ie., zombies, can get even more infected by these parasites and turn even more eldritch.
After watching a few Ender man theory videos, I think that endermites are parasites that have infected Endermen that disfigured their bodies causing them to turn black and lose their intelligence, and also cause them to become hostile towards players when they look directly at them. If they are already controlled by a parasite, how could another parasite take control of their bodies? Perhaps they kill the former parasites and take full control by themselves?
It's so fascinating to know that you are actually competing with an ai enemy with it's own goals, objectives, and win conditions. Makes the parasites seem more like actual beings when they have their own set of rules/limitations.
This mod gives you a reason to have overpowered weapon mods installed. Maybe tanks and shit too...
do you know any mods that has overpowered stuff ?
@@Watt_1200 I know of Rin's So Many Enchantments mod, which helps out a lot. It adds the enchantment, 'Advanced Protection', which is really helpful avoiding getting one-shotted by Adapted and higher tier parasites. However, it is hard to obtain
the no cubes parasite addons work perfectly, you can make weapons and armor out of the lure components, giving them a bigger purpose.
Haven't visited this mod in a hot minute and it has SERIOUSLY improved.
I'm sure this mod is ment to be unbeatable, end game enemy's can kill you even with 100% resistance.
What you have to do is keep the level low but you will never win.
15:19 doesn't infinite regen remove your invincibility frames, basically making any mob able to wipe you in seconds?
No even with I frames or any form of damage negation they will still wipe you in a heartbeat because of the minimal damage mechanic
Minimal damage is basically a small set % of damage that ignores all defensive abilities and buffs its a brutal way of preventing facetanking along with adaptation and lousy damage caps
@@derrickhageman1969yeah the mod devs really need to work on balancing, otherwise the mod is great, it just requires you have something OP along with it like astral sorcery though.
@@senoritarat9520 you can actually remove,increase or decrease the amount of minimal damage,adaptation and damage capacity in the configuration file just set to false to disable,true to enable
That's sick (no pun intended)! And also..., KILL IT WITH FIRE!!! 😱
Jokes on you, they adapt to fire.
@@Sunnysideanyway Then it's time for the big guns then, i.e. call the SCP FOUNDATION.
@@ckyth Forget the Fire and the SCP Foundation, we need Nukes (and yes I mean lots of Nukes!)
@@JairoLeyn100forget that small things, BRING THE BLACK HOLE
@@tiagogamer04 Wait, since when did we have a Black Hole in our arsenal? 🤨
Honestly, I appreciate that there's a mod that actively encourages players to use overpowered weapon mods. Every enemy is absolutely broken, but that's because it's balanced with the assumption the player has weapons that are broken. All these mods add so many interesting, unique weapons, but the vanilla scaling of difficulty is so small that they rarely get to shine. If you try this mod, play it as anything but a standalone.
It isn't balanced with that in mind, it is intended to be "hard" according to the devs and is unfinished.
@@Buglin_Burger7878no, the developers themselves said you shouldn’t play the mod with vanilla. That you need other overpowered mods.
I want to elaborate how unbalanced this mod is.
Assimilated Endermen deal 2hp less than a phase 8 parasite. And they can show up as early as Phase 1. Those things are the definition of unbalanced and I’m dissatisfied with the recent nerf to it.
@@infinityheart_tm9270what nerf? I may have missed it
@@allegrifan4933 It deals like 2 hearts less than it did before. But in parasite terms, that’s basically nothing.
Hats off to you for making a complete showcase over SRP! I shiver at the thought of how long this video took to make.
The creator should add aquatic parasites, since players can simply build a base under the sea and not have to worry about anything.
Parasites can swim i believe
@@Miguel_7607 Can they swim down?
@@gabrielg2395 in later stages i think
@@Miguel_7607 Interesting. I didn't know that.
@@gabrielg2395 They can swim down but they aren't that fast, they are only very slightly faster then you. On high phases or with Depth Strider you're much faster relative to them compared to on land.
If you learn how to make a lava ocean/base though this does the Ocean Base but better.
personally i dont like how difficult this mod aims to be, i like being able to build a base in my minecraft worlds but from what ive seen parasites will overrun you real fast if you dont have the proper equipment, which you wont early on
Love the Marauder's funky lil victory dance at 27:13
This is prolly the most grotesque and intense horror mod, Super fun tho i absolutely love it
I hope that one day this mod will be updated to a newer mc version. A parasite warden would have to be a real killing machine xD
I like how theres just random added effects that essentially are just a fuck you, like no more fishing or item drop in some cases.
You obviously beat the parasites by reminding them who was created in god’s image
honestly, i want to see how this mod interacts with the crazycraft modpack. since it appears only vanilla mobs can be affected and damage adapted to, there's a good chance parasites would be helpless faced against the King ect.
The parasite biomes should have hives and super hives, which would basically be their version of dungeons/temples to explore, each possessing a miniboss or boss to guard the best loot at the center.
There should also be some way to have a "bio lab" or something that would have experiments done on the parasites. It would contain something like a cure or whatever and a way to fight them.
It would also have some kind of bioweapon parasite that the player can inject into themself, causing them to merge with the parasite.
They would increase their stats slowly and gain new parasite abilities, kinda like Resident Evil meets Bioshock, or just Prototype.
a scp but of containment parasites? It sounds interesting to be able to study them and look for a cure so to speak.
This Mod is a really cool idea. Minecraft basically turns into Dead Space.
Yeah, I started to get the feeling the creators were focusing too much on the “What if”’s for what they can do and not enough balancing. This mod seems like one that needs other mods to balance it out if they don’t
I mean it is literally intended to be challenging even with other mods installed. And it's so configurable that if you don't like the default balance, just change it...
Btw there's a plan for a stage 5 beckon currently its texture is a multi colored mess oh and some parasites can disable shields and quite a few parasites can create damaging waves and every parasite can inflict saturation which drains your hunger the pods the dispatcher stg 4 summons can inflict extremely high levels of this debuff that will send your hunger flying into the negatives a half of a stack of steak can fix it 😢
this just to fill in everyone on a few missed details add more replies to fill the gap
😦
No. The late phases are already bs. We do NOT need more phases. Instead, the devs should nerf the hell out of stages past 3 so that they are actually fun.
@@cutestcreeper569
Do You mean the nexus parasite stages? because there's no planning for new phases
Holy shit. This is basically a death wish in the form of a mod
This is literally just the flood, the whole lore surrounding the cells and such, and the marauder literally being the juggernaut I know the flesh that hates most likely has inspiration too but the juggernaut one is what makes me think it takes a lot of halo inspiration
damn these creatures are more horrifying than in most actual horror games, despite the simple graphics. Very the Thing- and cosmic-body-horror-esque
Thank you so much for this in depth tutorial! I’m working on a modpack and this helps greatly
FINALLY YEEEEAHHHHHH, let me get my popcorn here real quick. this will be awesome
I'm not arachnophobic, in fact i can pick up Huntsmen spiders and wolf spider's bare handed and I'll be fine
But that giant spider animation is actually terrifying.
Fungal infection:Spore, I think it is a very difficult mod and I think it would be a very good one for your videos.
with a good gun mod and a mod that adds npcs capable of using guns pretty sure it would be fun commanding a whole entire military squad to wipe out the parasites or die trying
4:16 u forget to mention Horse has an special skill like the cow, it it death animation/explosion can kill the player
finally, a mod where all of that OP stuff I can work for in other mods is actually useful.
This is an excellent, comprehensive explanation of the mod! Great video!
This mod is a combination of mechanics and references from 'The Thing' and the Flood from Halo.
thank you so much! ive been wanting a good showcase for the most recent versions of the mod!
Just bring a gun mod, Timeless and Classics is a very good mod to counter the unbalanced mod.
The starting phase is more than enough time to get heavy armoury, its best used in multiplayer!
Timeless and classics isnt for 1.12.2 but theres lots of great mods that add weapons of mass destruction like hbm's ntm and tech guns
Use vics modern warfare instead with HBM tech weapons. Plus flans pack
I usually start of by making a fort made of obsidian with lavamoat
Then I add machine gun emplacemnts all around the fort.
Flamethrowers work really well against high tier parasites. Plus having nuke rounds help the radiation effect will kill off beckons that try to spawn near your base just make sure to have gasmasks and Radaway packs. And youll survive more than 100 days.
Also add barb wire around the base and walls so anything that tries to climb up will die before they reach you
Safe to say that 'The Thing' must be one of the mod creator's horror films
I was hoping you’d make a video on this mod! Thank you!!!
Thank you for the nine page script and video. You worked hard and it came out great.
HELLA YEAH I have been waiting for this!!
I decided to get my friends into this chaos and it was literal hell when we entered. It took 3 attempts to actually settle down and begin work. We had to disable assimilated endermen due to how aggressive they were for us. We ended up splitting up into 2 groups, myself and 2 others made up team Civilization and team 2 made up Team Revolution when ended up getting fucked over by the endermen until we removed them. We entered stage 4 now and we decided to move to the nether for a bit but we require food and team revolution has chickens so we have to get some eggs and go back to the nether before shit hits the fan fully.
good news, they nerfed the assimilated endermans
@@todobienencasa6924 I know, my friends are still keeping them disabled tho lol. They felt traumatized by them, specifically a friend of mine we’ll call dudeboi. Dudeboi reaallllly had a bad time. So bad in fact the few times we offered parasites he said no almost instantly lol
I got chills every second when looking at this mod
Aw hell nah they done put the flood in Minecraft
What is the BACKSTORY of the parasites? WHY ARE THEY HERE
I like the early stages - because its like a apocalypse that ends society like last of us or walking dead, but the late stages differ so much and i really don't like that
Hello York. I just here to ask if you can do the Aerial Hell Showcase
These things are fully capable of killing me with full draconic evolution armour. If that doesn't speak volumes for how bloody strong these things are, then I got nothing else to say to you.
It kills you
In WHAT ARMOR
This might be the least balanced Minecraft mod
It's worse then orespawn balance
the residue spawning beckons isn't unlikely at all as it is the main method of spawning other then when a parasite dies and the check is run every tic (roughly 20 times per second)
Thank you for your hard work
When you have the fear effect you also can’t break blocks saying that you are too afraid
Ain't no way a f*cking worm caused all of these
8:48 in Australia!!!
To whoever designed the abilities and the scaling of the stats of these things: don't ever fucking cook again.
I don't know if you take requests or whatever but could you a showcase about Infectum or Fungal Infection Spores?
A mod best run alongside combat/weapons mods to even the odds, and on a world you dont plan on keeping forever
I would easily give this mod a 10/10 if it was actually balanced, lategame parasites ignore armor resistance which means you're fucked regardless of the type of armor you have and assimilated endermen are legit unfair since they can appear in phase 2
They can also appear at the very beginning of the game if a random spawned enderman gets infected so good luck fighting them and their teleported minions with only stuff tools.
Now imagine all these things chasing you in the middle of the night. Terrifying
Geez, this mod is scary.
Please do Critters and Cryptids next! Its a really fun fantasy style mod that is avialbe with the new versions of minecraft!
Halo's Flood and John Carpenter's The Thing
If the Flood, Tyrannids, and the Thing all got merged together, this mod is what they'd become.
Love how similar this is to The Thing
Your mod showcases are excellent! Greatly appreciate the sectioned bits of the video if you were just looking for something specific about the mod. Also really enjoy your voice and accent. Where are you from if you don't mind sharing?
I hope someone extends origins with a parasite origin or carrier origin
This is kind of like a Flood mod if you think about it.
Freaky and cool. Might need modded armour and weapons tho
The best way I can describe this mod is that there is no drawn out fights. You either nuke these parasites or they nuke you. I suggest getting tech guns with this mod along with some other mod with good armor
Thank you for explaining the parasite mod for minecraft to me
Ahojky! Všiml jsem si tvých videí a jsou celkem zajímavá, líbí se mi tento styl a rozhodně tě budu sdílet
I think I might have unbalanced my modpack b/c mekanism, insdustrial foregoing, all of thermal, and iron jetpacks. Sure I added 50% blood moons but flame thrower and obsidian tower hard Carrie’s me. One day, I’ll get started on that draconic evolution section
The Assimilated Polar Bear gives me nightmares
Scythe has a huge splash radius as a bonus effect
I mean at this point the creators know and dont care that it's unplayable. That's why they dont plan on forwarding it to 1.16.5 and up
They do, they just want to finish adding every assimilated creature from the current version and then start to work on the recent versions with new assimilated stuff. They officially plan to make every vanilla mod assimilated