Parasite Biome

The **Parasite Biome** is a new type of Biome introduced in Version 1.9.0A1. Currently, the Biome is still a WIP.

The Biome can be created by only Nodes, generated after a Beckon reaches the fourth and current final Stage and the world is, at least, in Evolution Phase 5. Because of this, the Biome doesn't spawn naturally by default.

While in the Biome, any non-Parasite Entity will have a 50% Regeneration Penalty. Any non-parasite entity that loads in the Biome will get the Call Of The Hive Effect .

Players will see a sinister Fog when inside a Parasite Biome, or inside the Effect Range of a Node.

## Node Statistics

### Growth Time

10 / 30 / 60 days

The **Node** is the structure that permits the Expansion of the Biome, converting all the blocks it finds into Biome Blocks, depending on their Hardness.

It is a mass of reddish coloured blocks, which act as a protection for the Hive Core. In order to truly stop a Biome expansion, the Core itself must be destroyed, not just the structure around it.

A total of 20 Nodes can exist in one dimension, but they need to be far for at least 10,000 Blocks from each other. Nodes can only exist in the Overworld, Nether, and End by default.

As long as the Stage IV Beckon that generated a Node is alive, no matter if the Node is destroyed, another one will be spawned by the Stage IV Beckon.

When you are inside the Parasite Biome, you will hear a heartbeat sound. The closer you are to the node, the louder this sound will get.

### *Node Buffs*

Depending on the quantity of Nodes in a World, Parasites will spawn with certain Effects.

These being:

* Speed II, which needs 3 Nodes to be applied;
* Fire Resistance I, which needs 4 Nodes to be applied;
* Invisibility I, which needs 7 Nodes to be applied.

## *Contents*

In the Biome, certain Mobs, both Parasites and Assimilated Mobs can spawn naturally, ignoring the light level.

**Parasite Biome Mobs**
 Grunt | 20
 Primitive Parasites, Adapted Parasites, Worker.
 Overseer, Vigilante, Warden, Marauder, Light Bomber, Monarch, Heavy Bomber, Wraith, Bogle, Haunter, Colony Carrier | 5

## *Biome Purifier*

After killing the Stage IV Beckon and completely destroying the Node, Players can move onto cleaning the mess.

This is when Biome Purifiers can be used. They can be used to turn roughly a 3x3 Chunk Area of the Biome into a Plains Biome. Purifiers can only be used on the Biome and not on Infested Zones, generated from from a Stage I, II, and III Beckon.

In order to be used, you will need to place one down and right click it. Black smoke particles will appear after it is successfully used. Purifiers will not remove any Parasitic blocks but will change the ID of the Biome to the one of Plains.

Parasites within the range of a Biome Purifier will gain the Rage effect.

**Crafting Recipe**

The Purifier Block.
## *Commands*

Listed below are a series of Commands related to the Parasite Biome.

* **/srpnodes clearworld** - *Removes all Nodes from the Dimension this Command is used in*;
* **/srpnodes setnode** [**x**] [**y**] [**z**] - *Places a Node at the specified coordinates*;
* **/srpnodes removenode** [**x**] [**y**] [**z**] - *Removes a Node at the specified coordinates, if there is one*;
* **/srpnodes viewall** - *Displays all Node coordinates in the Dimension this Command is used in, along their ages*.

## *Trivia*

* Some structures containing a liquid called Dead Blood can spawn. As of now, both the structure and liquid are purely aesthetic.
* The Biome ID of the Parasite Biome is *"srparasites:biome\_parasite".*

## *Gallery*

An expanding Parasite Biome.Inside the Parasite Biome.The Biome infesting an ocean.The eerily tall trees of the Biome.A cave overwhelmed by the Biome.
1. ↑ Exception for Iron Golems.
2. ↑ Max Hardness of the Blocks they can infest, by default, is 5.0.
3. ↑ By default, this sound plays every 30 ticks, at a volume of 0.4. These configuration options exist to give resource packs that change this sound more versatility.

	* Overseer, spawn in groups of 2 to 4;
	* Vigilante, spawn individually and in groups of up to 3;
	* Marauder, spawn in groups of 2 to 3;
	* Light Bomber, spawn in groups of 2 to 5;
	* Monarch, spawns in groups ot 2 to 5;
	* Wraith, spawns in groups of 2;
	* Wardens, Heavy Bombers, Bogles, Haunter, and Colony Carriers will all spawn individually;