Version 1.9.2

**Version 1.9.2** was an update for the Scape and Run: Parasites Mod, released on April 2nd 2022. It was 9.12 MB.

## *Change Log*

#### New

* Global Adaptation from Colonies
	1. A parasite must be within the range of effect in order to send a signal when killed
	2. The signal is the most common damage type it suffered
	3. If its killed with fire, it will never send a signal
	4. Destroying Colony cores will delete the recorded damage types
	5. New parasites spawned in the world will have already learned the damage type that Colonies receive the most

* Potion effect: Heightened Senses
	1. Increases mob follow range

* Potion effect: Prey

* Block: Canister Active
	1. Will now consume collected blocks after some time and will spawn particle effect
	2. After this process is complete, it will become a non active canister cysth

* Parasite: Crux
* Parasite: Heed
* Parasite: Assimilated EnderDragon
* Parasite: Primitive Devourer (No Adapted variant yet)
* Entity: Parasitic Scent
* Weapons: Living/Sentient Sword, Living/Sentient Cleaver
* Block remain variant
* Commands:
	1. "srpevolution toogle\_evolutiongaining"
	2. "srpevolution toogle\_evolutionloss"
	3. "srpcolonies viewallglobaladaptation"
	4. "srpcolonies resetglobaladaptation"

* Items:
	1. Dried Tendons
	2. Hardened Bone Handle
	3. Infectious Blade Fragment
	4. Living Core
	5. Vile Shell
	6. Strange Bone
* Sound effect for:
	1. Cutting off tendrils
	2. Landing hit for bigger jumping parasites
	3. Growl, Hurt, Death sound for Marauder

#### Config

* "Mobs with new griefing task" tweaked max hardness values:
	1. Adapted versions fron 2 to 3 minus Bolster
	2. Pure versions from 3 to 5 minus Grunt
	3. Ancient versions from 5 to 9
* "Reinforcement System Hardness" from 1.5 to 4.5
* "Biome Hardness" from 1.7 to 5
* "Mob Attacking blacklist" added "srmonstress"
* "Greataxe Living Damage" renamed to "Axe Living Damage"
* "Greataxe Sentient Damage" renamed to "Axe Sentient Damage
* Removed the following options:
	1. "Fear Block Fail Chance"
	2. "Fear Item Fail Chance"
	3. "Fear Inventory Fail Chance"
	4. "Fear Item BlackList"
	5. "Fear Item BlackList Inverted"
	6. "Stage III Beckon Ancient Chance"
	7. "Scythe Durability"
	8. "Greatbow Durability"
	9. "Greatbow Sentient Durability"

* New options:
	1. Added "parasite\_collective\_consciousness" category
	2. "Version Pure Despawn"
	3. "Version X Minimum Damage"
	4. "Version X Regen"
	5. "Fire Adaptation Window"
	6. "Assimilated Enderman Teleport Parasites"
	7. "Assimilated Enderman Teleport Frequency"
	8. "Mob Attacking Friendly"
	9. "Mod Easter Eggs"
	10. "Beckon Stage IV Cap Upgrade"
	11. "Collective Consciousness"
	12. "Follow Range Cap"
	13. "CC Player Only"
	14. "Phase X Delay"
	15. "Evolution Parasite Lock List"
	16. "Colonies Total Points Cap"
	17. "Colonies Spread Effect Point"
	18. "Colonies Spread Effect Value"
	19. "Colonies Base Effect Radius Value"
	20. "Reinforcement System Maximum Beckon Chunk"
	21. "Mobs Additional Weakness"
	22. "Default Phase Start"
	23. "Living Weapons Durability"
	24. "Mod Weapons Second Texture"

#### Fixes

* Crash:

java.lang.IndexOutOfBoundsException: Index: 0, Size: 0

at java.util.ArrayList.rangeCheck(ArrayList.java:653)

at java.util.ArrayList.remove(ArrayList.java:492)

at com.dhanantry.scapeandrunparasites.entity.ai.EntityPMalleable.cutResistances(EntityPMalleable.java:222)

* Crash:

java.lang.IllegalArgumentException: bound must be positive

at java.util.Random.nextInt(Unknown Source)

at com.dhanantry.scapeandrunparasites.entity.ai.EntityPVenkrol.setGT(EntityPVenkrol.java:75)

* Crash:

Description: Ticking entity

java.lang.ClassCastException: com.dhanantry.scapeandrunparasites.entity.monster.inborn.EntityRathol cannot be cast to com.dhanantry.scapeandrunparasites.entity.ai.EntityPInfected

at com.dhanantry.scapeandrunparasites.util.ParasiteEventEntity.convertEntity(ParasiteEventEntity.java:744)

at com.dhanantry.scapeandrunparasites.entity.monster.inborn.EntityMudo.onKillEntity(EntityMudo.java:164)

* Error message:

Error executing task

java.util.concurrent.ExecutionException: java.lang.NumberFormatException: For input string: ""

at java.util.concurrent.FutureTask.report(Unknown Source) ~[?:1.8.0\_301]

at java.util.concurrent.FutureTask.get(Unknown Source) ~[?:1.8.0\_301]

at net.minecraft.util.Util.runTask(Util.java:54) [Util.class:?]

at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:798) [MinecraftServer.class:?]

at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:743) [MinecraftServer.class:?]

at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:192) [IntegratedServer.class:?]

at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:592) [MinecraftServer.class:?]

at java.lang.Thread.run(Unknown Source) [?:1.8.0\_301]

Caused by: java.lang.NumberFormatException: For input string: ""

at java.lang.NumberFormatException.forInputString(Unknown Source) ~[?:1.8.0\_301]

at java.lang.Integer.parseInt(Unknown Source) ~[?:1.8.0\_301]

at java.lang.Integer.parseInt(Unknown Source) ~[?:1.8.0\_301]

at com.dhanantry.scapeandrunparasites.entity.ai.EntityAIVenkrolGrow.<init>(EntityAIVenkrolGrow.java:40) ~[EntityAIVenkrolGrow.class:?]

at com.dhanantry.scapeandrunparasites.entity.monster.deterrent.EntityVenkrol.initEntityAI(EntityVenkrol.java:66) ~[EntityVenkrol.class:?]

* Heavy Carrier texture map
* Ancient Overlord being called terla in the config file
* Workers spawning when not Colony is near
* Host spawning air block particles
* Primitive and Adapted Summoners spawning biomass inside solid blocks
* Jump damage, range not working for jumping parasites
* Parasites inflicting Fear when they cant see you
* Fixed player being able to use commands (need creative mode now)
* Gore Blocks replacing doors, fences, redstone
* Armor animation for Assimilated Adventurer not doing the right animation
* Config options not changing Heavy Carrier attributes
* If AI is disabled Host will not spawn Rupters
* Congig option "Worker Enabled" not working

* Added tooltips to the following items (credit: LoneGuy):
	1. Infected Flesh
	2. Smelly Piece
	3. Fragile Piece
	4. Putrid Unit
	5. Fetid Unit
	6. Moldered Segment
	7. Longarms Armor Fragment
	8. Summoner Core
	9. Reeker Fang
	10. Yelloweye Bone
	11. Manducater Orb
	12. Living Scythe
	13. Living Bow

#### Changes

* Infested stone will generate bushes when placed by Beckons
* Parasites will not break Node Blocks
* Tweaked spawning particles from Packet
* Rage potion will now reduce ability cooldown on parasites
* Reduced time to place remains from gore entities
* Improved building generation for Colonies (WIP)
* Improved building placement for Colonies (WIP)
* Using NULL item on a Parasite will print out current list of adaptation
* Renamed lure components
* New recipe for Living Weapons
* Using the command "srpevolution get\_phase" will now show you values for "srpevolutiongaining" and "srpevolutionloss"

* Removed the following items:
	1. Scythe Handle
	2. Scythe Blade
	3. Scythe Back
	4. Scythe Core
	5. Scythe Head
	6. Bow Grip
	7. Bow Lower limb
	8. Bow Uper Limb
	9. Bow String
	10. Bow Core

* Changed the following Item textures:
	1. Adapted Longarms drop
	2. Adapted Manducater drop
	3. Adapted Reeker drop
	4. Adapted Summoner drop
	5. Adapted Yelloweye drop
	6. Lure component 1
	7. Lure component 2
	8. Lure component 3
	9. Lure component 4
	10. Lure component 5
	11. Lure component 6
	12. Sentient Greatscythe
	13. Sentient Greataxe

* Changed the following Block Textures:
	1. Feeler
	2. Colony wall
	3. Bone
	4. Vine

##### Translations

* Updated russian translation by @@Sansrriorar, some corrections by @Globglogabgalab🇺🇦
* Dutch Translation made by @oreo69420
* Romanian translation made by @Harbinger
* Updated Italian Translation made by @LoneFrog
* Pirate English translation by @Sansrriorar
* Pt\_br translation by @Mr Obvious and @Primitive Seph
* Chinese translation by @CFPAOrg
* LOLCAT translation by @LazyKitch and @DanieloXXelo
* turkish translation by @creesader
* Polished Polish translation made by @DanieloXXelo and @Akacz13, polished by @DanieloXXelo
* Shakespearean translation made by @ancient parasite cultist

#### Mobs

* New texture for Heavy Carrier
* New texture for Flying Carrier
* Beckon growtime will be reduced when spawning biomass regardless of phase
* Added mouth animation for:
	1. Adapted Bolster
	2. Adapted Arachnida
	3. Primitive Arachnida

* Parasites can now attack Ghasts
* Changed mob turning red when taking damage if adaptation is in place:
	+ If Yellow, all damage is being reduced
	+ If purple, damage type is fully learned and mob might be immune to it
* Primitive and Adapted Manducaters will move slowly while they have invisibility
* Added 4 seconds cooldown for Flying meele parasites
* Tweaked Primitive and Adapted Arachnida pulling other mobs
* Ancient, Adapted, Pure, Primitive versions will heal over time if not in combat
* Assimilated Enderman will not melt to fuse with other parasites
* Tweaked Assimilated Enderman running animation
* Tweaked Assimilated Enderman teleporting of allies logic
	1. Before: if teleporting an ally is a success, teleport itself
	2. After: if teleporting itself is a success, teleport an ally

* Tweaked Host burrow logic
* Host now is immune to "inWall" damage source
* Increased Viral duration from Host bombs and Carriers
* Added attack animation for Host
* Ancient, Adapted, Pure, Primitive versions and Rupters are more resistance to fall Damage
* Tweaked Primitive and Adapted Summoner summoning logic
* Primitive and higher version parasites will now try to get out of lava
* Reduced cooldown for Marauder jump and inreased jump AOE
* Increased jump AOE for Warden jump
* Heavy Carrier now spawn a EntityToxicCloud instead of EntityAreaEffectCloud
* Warden adaptation damage reduction capped at 95%
* All mobs spawned from biomass will have Rage effect
* Primitive and Adapted version will now do a small leap in combat
* Charge attack damage will be the same as the caster
* Parasites will now try to break blocks while doing their charge attack if possible
* Reduced cooldown for Reeker charge attack
* Now parasites will try to break blocks if taking IN\_WALL damage type
* Jumping parasites will now try to break blocks when in the air
* If AI is disabled Host will not be buried
* Tweaked parasite pathfinding logic for those with longer melee range (they will stop moving towards their target it they are in range of attack)
* New attack for Marauder; AOE smash
	1. It will attack with its tentacles around without moving and will apply Rage to nearby parasites

* Tweaked parasite leap in water logic
* Tweaked Rupter, walking head, Warden, Marauder leap logic
* Tweaked block griefing task logic
* Parasites with Block Griefing task will now place Block Canister Active Blocks, which will store nearby items no reduce lag
* The following parasites will climb walls:
	1. Marauder
	2. Warden
	3. Grunt (in need of tweaks)
	4. Adapted Longarms
	5. Adapted Arachnida
	6. Primitive Arachnida

#### Scent Logic (Experimental)

To explain how it works I first need you to know some of its Tasks and Values:

* Danger Value:
	1. This will go up when a parasite dies within range and as this goes up, the table of mobs to spawn will change
	2. If Evolution Phases is on, each time a scent is placed it will have a bonus per phase
	3. Some parasites can increase more faster this value when they die
* Reaction Value:
	1. This will also go up when a parasite dies within range and this will trigger the placement of waves.

* Task A:
	1. The scent will check the reaction value until it reaches a threshold
	2. If that threshold is met, it will go into Tactical Mode (This will reset the reaction value)
* Task B:
	1. If a non-parasite mob is within range, the reaction value will increase
* Task C:
	1. The scent will check the reaction value until it reaches a threshold
	2. If that threshold is met, it will go into Attacker Mode (This will lower the reaction value)
	3. If the current target is alive, the reaction value will increase (it will decrease if its dead)
	4. If reaction value reaches 0, the scent will go into Observer Mode
* Task D:
	1. The Scent will try to relocate nearby parasites if avaiable
	2. If there are not enough parasites that can be relocated, it goes into Builder Mode.
	3. After this is done, this will go into Tactical Mode
* Task E:
	1. The scent will try to spawn other scents within a range of its intended target
	2. Spawned scents will be in Aggressive Mode
* Task F:
	1. This will spawn mobs from a list and then this will be set to dead

With this in mind I can now talk more about its Modes:

* Listener Mode: Will only work Task A
* Observer Mode: Will work Task A, B
* Tactical Mode: Will work Task C
* Attacker Mode: Will work Task D
* Builder Mode: Will work Task E
* Aggressive Mode: Will work Task F

 Release

1. ↑ Previously, killing a Stage III Beckon had a 15% chance of spawning an Ancient Parasite.
2. ↑ This was later changed to green.