As of today (1/11/23) the SRP Patreon page has been launched! With a monthly subscription you will have access to special mod content, depending on your membership level. Go check it out! Official SRP Patreon Page: patreon.com/srpparasites?Link& NOTE: The revenue generated from this page will be split *evenly* across the dev team!
@@cooleecoolee9504 I dont think they said that , in the wiki says that the ancients are a work in progress and they will be completly reworked for version 1.10.0.
its nutty this giant web of interconnected things that parasites can do. it's like an actual disease in some horror game like dead-space. 1 grub could turn an entire world into a hellish land full of colonies, parasites, herds, structures, nexus's, hosts, and sludge.
I know that this will be a really unpopular opinion, but I think that this mod went from a super cool concept with SOME balance to a unbalanced mod which is on the line of being a mess... There are too little gear added to help you with the OP parasites and I get that they are supposed to be these super strong foes but literally when its just 6 random parasites rushing to you all together you just know that its certain death. I hope they focus on adding more gear to help balancing cause I still think that the concept is AMAZING.
Well as a donor I know it might not be the chase since the main purpose of this mod is to make the player itself evolve new strategies with what they already have , like one of the main figures that leads the project its still completely against the armor that got added.
I agree whole heartedly... the mobs look amazing and the concepts are awesome, but its gotten to the point where it just flat out isn't fun anymore. if you even want s SMALL chance at surviving in a world with this mod you need to throw together like 400+ mods that can help you out with dealing with these pricks
How to make this mod fun (with configs): Add the techguns and crafttweaker mods Remove adaptations Make them 10-20x weak to fire Remove all armor points Put global health amount to 50-70% of the base stats Use craftweaker to make recipes for the new gear (just for the option if you don't fancy guns) Turn off assimilated endermen
Good mod, mad respect to the devs for putting so much effort into it, I still won't even consider playing the mod myself, unbalanced AF and it would just ruin my mood and my world in the process
@@CrimsonGamingMC I have. Sincerely and truly, fuck this mod's balancing. I installed it at the beginning of a modded world. I thought I had everything necessary, but nope. At some point, no matter what mod you have, they will always overwhelm you and destroy your base which will cripple you and ruin your game. Also, fuck the sim enderman, and the dev's response to people complaining about the enderman.
@@CrimsonGamingMC wait but actually good job on this vid, very informative and the lack of background music makes it very easy to discern and remember information you're saying. Thank you.
Man ,looks like the mod keeps getting unplayable by Time. I was expecting to have some debuffs to some of the parasites....... Still hoping to get some good changes in the part 2 of the video
It's a shame because it genuinely is an amazing mod. But you're practically required to install other mods that make the player stupid busted just to have an even playing field. And it sucks if you adamantly are opposed to installing gun mods.
@@LoinkLoink Magic mods are a thing you know, and i'll keep saying it, the mod is still a big W.I.P, even the mobs added this update are W.I.P, theres living and sentient armor sets in creative, currently only available through creative or cheats, i'd wait until the armor sets are implemented.
@@emirkoc7989 If you're telling me that the main way to get a fair and balanced experience is to kill several parasites in order to harvest materials to make armor that allows you to survive decently long against them, that is not a good solution. The first half of gameplay working my way towards getting that armor is still incredibly miserable. And hardcore playthroughs are pretty much not even worth considering. I'm just as opposed to magic mods as I am to gun mods due to how drastically they can change the gameplay.
@@LoinkLoink We dont even know what materials will be used for the armor, and i dont find primitive parasites that dangerous, i even saw someone defeat an adapted with nothing but diamond sword, shield, full diamond armor and flint and steel, all unenchanted, i dont think its as rough as you say. besides the mod is still a W.I.P too, not just the armor, give things some time. Also theres plenty of mods that just add stronger items, no magic or guns.
What worries me about this mod it might fall prey to a similar incident like the orespawn mod where Devs added too many mobs that weren't patch early after it's release which brought too many bug's into the mod and mobs were practically too OP too beat
@@cooleecoolee9504 if it's balanced then where is it? I heard rumours creator of the mod gave his work to his son which ended up going badly after he was getting bad vibes from the community because he was adding too many mobs which had lot bug's that needed to be fixed that weren't exactly due too him being selfish to do so
@@hopekill1498 Pretty sure that's not how it went down. The developer got worried due to Microsoft purchasing Minecraft, decided to abandon the mod and make his own game with most of the same features called Dangerzone.
@@fivethree87 Idk about this Microsoft stuff?...But I do know the original developers broke off from the original creator due to the stunts he was pulling on the mod and backlash he was getting from discord for example "making the mod cost 10$"
So basically the only way to survive this mod in hardcore is to just speedrun mining truckloads of obsidian, getting farming supplies, and building a multiple layered thick base at bedrock level withg every precaution taken to prevent anything getting out, or getting inside.
That or making a lava wall perimeter around your base and also layering it with obsidian. Even then a sim enderman can just teleport in so it's kinda redundant
Might have to do another playthrough. Last time I used Techguns and several turret and base defense mods and we built a huge fortress. It was so cool when a wave of enemies approaches and you heard like 50 turrets start firing at once. The playthrough ended with us unlocking ICBM nukes and wiping the infected area off the map.
Escape and Run is now just RUN, and not even running will be enough to survive... Now the motto for this mod should be "Every second you are not running, we're onoy getting closer"
It makes me happy knowing this update makes the mod significantly fairer. There's still some uh.. questionable, design decisions, but for the most part S&R is no longer a mod made by sadists for masochists.
So, I looked on the wiki, and in the Upcoming Content section, it mentions something called "The Source". It doesn't say much, but from what info I can gather it seems to be very similar to the Gravemind from Halo, in that it's a massive boss entity that's the source of the infection, and the one responsible for the spread of Beckons.
I think that's almost spot on for what they have planned for it. I might be mistaken but I think the mod will have a custom dimension under bedrock where this source will be located
@@aztumtheknightofwumbo7060 I have never played Halo in my life, but The Flood sound fucking terrifying... One spore is enough to destroy an entire galaxy, single handed? What were they smoking when they came up with that?!
I always though that techguns wepons where too op and made every playthrough boring but now with this parasites mod it's finally ballanced and makes it feel like you are really in an apocalypse world with nothing but your trusty weapons to survive
@@alejandrodasilva8110 I already tested it against every parasite and the only one I couldn't kill in less than 20 seconds was the dispatcher phase 4, the rest of them were easy with a minigun and incendiary bullets so they couldn't adapt on time, even a beacon phase 4 is easy if you shot at it's sweet spot which is the green/yellow thing at the top
This is giving me the same vibes as some games like Project Zomboid - the goal isn't to 'win' but just see how long you can survive for. It's so damn crazy now.
I feel like someone should make an extension mod that adds a double-barrel shotgun and a chainsaw, as well as a much better armour for use when fighting the parasites. You know, kinda like Doom.
I can't believe I'm seven days late to this video. That aside, there's some pretty cool stuff here, but as I said on your last SRP update video there are glaring issues when it comes to balancing. Personally, the main offenders for me are the enderman, succors, the Bogle, and the Haunter. Ever since 1.9.6 (and even in later versions), the enderman seems to be EVEN more aggressive than what it once was, as no matter where I went in my survival world I'd always be attacked by hoards of endermen and the mobs they teleported with them (as they can see through walls and teleport each other; I believe their detection radius may have been increased by a lot). Succors bother me because of the frequency in which they're employed by preeminent parasites, and their ability to teleport their summoner to them (something that can essentially one shot you since they have melee attack rate similar to a charging reeker) is ridiculous. As for the Bogle and Haunter, you pretty much got that covered in this video. I really do like this new adaption logic though, as having them become adapted to entire damage types was extremely annoying. Beyond that however, we still do not have a way to brew and make use of immaleable potions, nor were any new weapons introduced to balance out the introduction of these new and extremely powerful parasites. And I wasn't even aware of how punishing the entity orbs or dreadnaught pods from dispatchers were, but seeing them now has only strengthened the way I feel about this mod. It has amazing concepts behind it and great mob design, but extremely poor balancing. Here's to hoping things will eventually change.
While recording this video I was jumped several times by sim endermen, I guess they spawn in caves nearby and then teleport to you. I cannot describe how frustrating it was haha
The mod is heading towards a bad path due to how OP the parasites are, they are litterally undefeatable by vanilla means and you need specific mods to actually stand a slight chance, atleast in RL craft you could somehow manage.
Wasn't it supposed to be made to like that?. They're aren't made to be impossible obstacles that keeps growing if your ignorant and chill about it?. Man the moment it becomes "un"impossible even in vanilla, is the moment people will start to get bored and will forget to ever exist. like for some certain mods out there
The problem is there is no proper way to reset the counter . There are no strong items to help the player. There are no ways to completely stop the progress unless you keep grinding (mob killing)every second in this world.
There is a bug in 1.9.6 that allows you to decrease evolution phases by killing parasites. I really wish they made this a mechanic and refined it, but no they removed it in 1.9.7
The devs need to really work on balancing the player v parasite combat and interactions before adding more mobs, its sort of creating this snowballing issue thats been going on for a while now
Nice and comprehensive video of all the parasites. I tried playing this mod recently but I never managed to see most of the new parasites. I got stuck on phase 3 because a bunch of incomplete forms filled up a cave and capped the mob count.
Remember kids, if you are having trouble with actually playing this mod, play it with the mcdungeons and inventorypets mod Makes this mod ALOT more tolerable (at phase 1-6 at least as that’s as far as I go usually)
Thanks for the mod suggestions! Most people install ICBM and other heavy artillery-like mods, so it's nice to see less explosive alternatives being suggested
Woah, love that this mod is getting much appreciated updates, I hope it keeps going in a darker direction, there's always something ominous about seeing the parasites get more and more of a hold on your world by the day, like some cancer that spreads without end.
Techguns would be a good gun mod, since it has a flamethrower. You should also add all three of NoCube's S&R Parasites Addons, to make it more immersive. I really want a Resident Evil style map... Maybe a massive city map styled after Raccoon City, with a giant underground complex absolutely CRAWLIG with parasites, and some chests with Books & Quills in them that detail experiments carried out on various mobs and how the city got overrun by the parasites?
@@caolanochearnaigh9804 Theoretically, Immersive Engineering's chemical thrower combined with Nuclearcraft's plasma should also work pretty well, assuming you have some efficient means of extracting the plasma from the nuclear fusion reactor.
@@caolanochearnaigh9804 You can test it yourself, all it requires is having both Immersive Engineering and Nuclearcraft. The chemical thrower is natively compatible with any fluid from any mod (do note though that this probably does not include gases. However, plasma is a fluid and not a gas so it does work)
I just think a genuine challenge is one of the appeals of this mod and while yeah, it does remove the more casual crowd i just enjoy that there is finally an apocalypse mod and that feels like a apocalypse. Where you have to think tactfully about your actions to stay alive and change your behaviour when its installed.
No music was added to this video in post, do you guys like it this way? Or do you want background music? Also, make sure to delete your old config files before playing the new updates!
To make this mod balanced and fun you seriously need to spent an hour in the config files looking for every option needing balancing. Before any changes they literally survive multiple antimatter rockets, its OP as fuck
I'm waiting for some big turrets or something to be added to this mod cause these guys give me big zerg and halo flood vibes with the infecting and adapting stuff.
@@CrimsonGamingMC Yeah adding some kind of group of friendly npcs like an Earth defense force style faction with special parasite fighting weapons would be cool to.
I dont think the mod will ever add its own guns or turrets etc since its intended for people to be able to pretend whatever they believe parasites to be, whether that be aliens, lab experiment gone wrong or some magical creatures, adding one or the other instantly goes against the other.
@@emirkoc7989 Well the parasites don't feel very magical. Nonetheless they'd go great for a high tech mod pack or just one that gives a lot of powerful tools and weapons to deal with them.
@@zacharyweaver276 No, you can definetly pretend them to be some sort of eldritch creature and it works, absolutely nothing in the mod ever points to them being magical in nature, but absolutely nothing points to them being technological or alien in nature either, the devs want people to be able to believe the parasites are whatever they want them to be. For the rest, i agree, the mod does go nicely with gun mods, and does so with magic mods too imo.
No matter how much work is put into a mod, the mod will fail if it reaches the point of being unplayable. Until players have gain an actual chance to survive against the parasites, there is next to no chance the mod will be popular despite its well implemented design.
It seems that the mod isn't one that you should defeat just because you progressing, it seems that you have to SURVIVE while progressing endlessly through parasitic hellscape that consume your Planet in hyperspeed infection. I kinda like the concept that the mod subtly tell you to never engage at any danger and should always run, hide and defend yourself rather than trying to be a Hero.
Cool update! The mod just keeps getting better (and harder). Tho i dont really like the health boost in certain parasites becouse ive barely survived the older versions..
@@CrimsonGamingMC Yeah sometimes i feel like the devs do not know what theyre doing and dont know that making something harder doesnt always make it good. Luckily, SRP hasnt fallen to the "so hard its unplayable" category. Yet...
I really hope they or another mod will add a way to permanently cleanse the dimension your in of parasites from stage 8 to -2 but only in the dimension your in. Would be nice and adds and objective
Btw 20 Minecraft ticks is exactly half a second in real time now that doesn't sound bad but once you consider that nearly all of the special abilities that most of the mobs have also run on that amount of ticks and the mobs in question have fast attacks
The modders need to pump the breaks cause they’re rapidly falling into the trap of quantity over quality. There’s just too much with not enough polish or balance, and at this rate the only way to make this mod actually fun is to download more OP mods or massively alter the config stats.
I feel like they're rushing to get all the content into the mod without, like you said, polishing/balancing anything. By the time they get around to do this, their player base is going to be much smaller
Sorry, but behind the updates you consider poorly polished there's a huge amount of work and dedication, with lots of bug fixes, balances and tons of early builds to test everything, features like preeminents aren't finished because it's a whole new tier for example, but they add alot of discreet details that enhances the deepness of the mod. I'm not against using the config to nerf them, but it's possible to play with vanilla friendly mods or some like crayfish guns which aren't op, combining anything with fire can kill almost any parasite now, not to say that with friends is even easier to survive. Just have patience, they're working now on giving tools to the player and more counters to the parasites (apart from having currently fire, weak points, cuttable tendrils, easier adaptation logic, evolution point decreasing...)
The concept of the mod is very good, the designs of the creatures are magnificent, but it has exorbitant design and balance flaws that make it unplayable and not very enjoyable, my respects to those who work on the mod, it is not an easy job, but a mod It is there to enjoy it and this is unenjoyable without making a fair balance.
Recording this video was painful, I kept dying over and over again trying to show the new parasites. I really hope they balance the mod around vanilla but I don't think it'll happen
Tough but fair is the best way this mod should go, but we will see, I have faith they will balance things out. It is a W.I.P mod after all, anyway has anyone heard of the infection mod? It similar to scap and run but with a big different, I haven't seen much of it and I would like an update on it.
I dunno if they will balance things out, 1.9.8 buffed even more parasites. I think the devs are "balancing" the mod around modded minecraft, not vanilla
I admit, I love the aesthetic of this mod. It is very cosmic horror-like and Lovecraftian, and it's clear that a lot of love has been put into it, but the main detractor here is that there is basically no progression for the player. It seems to be purely endgame gear, no mid or early game. It seems like this mod is meant to be played with other mods that allow for early to mid game gear, like RLCraft (which is a mod pack, I know) Also, there is basically no way to figure out the infection level of the world without a command. It would be nice to know what level the world is at so you can prepare. In addition, some lore behind these parasites would be nice. It seems like they just appear in your world without explanation. Maybe something like a meteor with a foreign parasite.
I have managed a hardcore world with only minimum damage off and needler toned down it's probably the funnest experience I have had. Sadly 1.9.8 is completely broken in difficulty so hardcore worlds are impossible to start past 1.9.7 the reason being that the rupter changes in 1.9.8 make it so you will get to high phases extremely quickly so I recommend not using that version.
As much as I love the idea of these new mobs being OP as shit I fear for the mods longevity. I'm someone who already tends to avoid fights in minecraft when I can, and I play with keepInventory on and mobGriefing off because goddammit it's my world and my play experience I get to the decide the rules, so I dont see myself getting particularly frustrated with the difficulty. That being said, the way I play the game is not universal, as a lot of the comments here make very clear. I do hope the devs consider adding counters to the parasites to give the player a chance. The idea of OP terrifying mobs is fun in concept, but when executed poorly it can really divide the playerbase.
I feel like the point of this mod is to inflict hopelessness, as the creatures become stronger, you become more helpless to do anything, besides there are plenty of armor and weapon mods people can add to make it easier
3:40 is when my expression switched to pure terror Edit: After learning that dispatchers evolve after a countdown, I have officially fallen to despair.
I think there should be stiff like pesticide (and different types for different parasites) that you can spray on surfaces to deter the parasites and add to arrows and other weapons to do more damage, but you would have to keep reapplying it often. there should be a way to carry the meat stuff away somewhere else so it doesn't keep respawning right where you killed it. There should also be some kind of really strong glass that the flying ones can't break.
It's been 3 months since Crimson uploaded a video. What happened? Either way I'm going to give a review in regards to the video. Here's my review: The first paragraph talks about how Crimson nailed it on a few aspects of the video. The second paragraph talks about how Crimson yet again nailed it on a few aspects of the video. The last paragraph discusses of few things but there were some bias however. The conclusion/what could have been improved paragraph discusses on the video overall. 10/10 Minecraft mod update review/showcase. Firstly I would like to talk about the audio, thumbnail, video title and the cinematic intro. The audio was great, no moments that were ear piercing from what I can notice, the sounds added fitted the situations shown and gave that extra immersion to the video. The thumbnail is amazing, no clickbait and has a brief showcase through one picture of everything the video has to offer. The video title is great, no clickbait and goes straight to the point. The cinematic intro was amazing, it is a nice introduction to the video as it briefs you on what you'd expect. Secondly, I would like to talk about the description, the timestamps and the editing. The description is wonderful! You gave so much information on there, I'm speechless in regards to the description, it was filled with so much useful information. The timestamps are nice, it felt a bit to many but their there for the convenience so it doesn't bother me personally. The editing was great, balanced between to much and to little. Lastly, I would like to discuss about the length of the video, the commentary and the gameplay shown. The length of the video personally for me feels good, not to long nor to short for a Minecraft mod update review/showcase. The commentary was ok, it felt odd? Perhaps it's because of my bias towards Crimson's voice. The gameplay shown was amazing, I'll extend further about the gameplay in the next paragraph which is the conclusion/what could have been improved. In conclusion, everything was well put together and the information shown wasn't to overwhelming for the average player but still had some technical things for technical players. Here are two things that could have possibly been improved, during the miscellaneous timestamp, you talked about how some parasites activating their abilities have flame particles now and showed gameplay of one of the parasites activating their abilities, instead of showing one you could have showed multiple by either making a 4 person screen or a quick speed up gameplay of them activating their abilities or added several seconds to the video to show all of the parasites that do this. However I can understand you avoiding this to not waste people's time and the headache. In the Arachnida timestamp you showed gameplay of the Arachnida, but one of the things you didn't mention was the Arachnida movement for both primitive and adapted, I'm going based off memory but I don't recall them ever doing movement like that when attacking in melee. That's all I have to say, remember to stay safe and have a good time. (:
Thanks for the review! Regarding the two improvement suggestions: The split screen for the charge attacks is a good idea, though once you see the flame particles for one parasite, you've pretty much seen them all. I didn't even think to specify if the changes were for prim and/or adapt arachnida, good catch! I believe both arachnidas were affected by the changes.
@@Unknown_variant_0 I was incredibly burnt out from youtube, didn't think I would be gone for 3 months though. I've been okay, 2022 was super rough. I hope you have been well yourself
@@CrimsonGamingMC glad to hear that your fine. Thanks for your concern, I've been doing well. I wanted to know what's your plan forwards, your schedule for CZcams and what's the next mod review?
@@Unknown_variant_0 I'd like to get part 2 up within a week and then work on a video for Cracker's Wither Storm "Sky Darkens" update. After that I will most likely upload an underrated mod list
I did a world on parasites where there were several islands. Eventually my island was overrun (stage 6) they grew underground and I couldn't do anything about it. I wish there was a way t9 fight back against them. Maybe add a fire weapon and make them less adaptive.
This made my day, I'm happy to see you made theese reviews! My only problem so far with the new updates is that I detected a heavy drop in spawnrates. I have Zombie awareness mod installed too, and previously the Parasites swarmed me allways, now only normal mobs tends to spawn. Any help with this?
Hmmm interesting. 1.9.6 introduced individual mobcaps for all parasites, maybe this has something to do with it? I didn't look at the configs too closely but maybe they changed the spawn weight for parasite tiers
Just started playing Minecraft after a long while, and this mod is absolutely amazing. I genuinely don't understand why people are complaining about with balance, because that's literally the point of it. Things like telefragging Endermen are obviously stupid levels of unfair and are unreactible, but most of the mod is intentionally made to be unfair like how a game like Super Meat Boy or Darkest Dungeon are made to be unfair. If they make it so that the Enderman don't telefrag you instantly and give the player at least 1 second of reaction time to do something, than it would be much more in line with the rest of the mod. Maybe it's just my experience with games designed to be objectively unfair to the player, but this is some of the only times I've ever played this game where I actually felt like there were stakes and it felt worth playing for more than a few months. It's pretty clear that the devs don't want to the players to win. They want them to struggle and then lose. But for the actual good players who manage to adapt and survive, they easily get one of the best Minecraft survival experiences out there, and they definitely deserve it for managing to adapt. This mod is pretty much the definition of a skill wall. Those who can't adapt get left behind. I feel like most of the people complaining haven't really touched a game like Hunger and Fear, and probably don't really know that games can be designed intentionally unfairly. If someone's gonna complain about the parasites being too strong, they probably shouldn't be playing the mod in the first place. Cool video too; great information.
I think the main issue people have with the assimilated enderman is that the parasite belongs in the "weaker" tier but it's arguably as deadly as a primitive parasite. It's a parasite you'll most likely find earlier on and encountering one for your first time is guaranteed death. Personally, I have an issue with the stronger parasites and the status effects. Things that one shot you isn't fun and engaging gameplay. Although, with the right mods and tweaking of the configs people can make the mod more manageable for them. But hey, if you like the mod the way it is then I'm happy for you. People should play mods the way they want to.
this mod doesn't seem too enjoyable to play tbh. i was pretty alright with it at first, but like. this sort of stuff is really unbalanced without other mods, and even then, there's only so much the other mods can do. i'd've killed for the warp stuff in thaumcraft to be made into a different mod, i think it's a neat concept, and while this mod does technically provide an alternative, it's an unbalanced mess compared to actual thaumcraft.
@@CrimsonGamingMC it's not particularly good for that either, i'd argue. the parasites seem far too unbalanced. it's an okay mod from a general showcase standpoint, but the balancing is terrible for both hardcore and casual modpacks.
@@CrimsonGamingMC the fact that they outright have to be in an entirely different (and thus optional) dimension as a whole due to them being fundamentally unbalanced says a lot - i'm not sure if it's the mod author(s) not having the time to balance stuff, or just a general lack of experience. i don't really have the energy to go and review the mod (and i'm a bit burnt out on modded mc), but i'd be interested in more of your thoughts and opinions. :]
@@pelontrix I've been beating around the bush but yeah the mod is unbalanced. The devs are fine with this fact, and I have learned to accept it. I've been trying to find appropriate scenarios and setups where the mod would be playable, but I'm at a loss as you can see
It would be cool if wearing the sentient armor made it so that the parasites didn't attack you while wearing it. It would be like a parasite disguise that makes them think you're one of them. I imagine that it would smell fucking horrible to wear though.
This mod is absolutely awesome, but it so off balance even Techguns can't really fix it. Maybe even mobs from Orespawn or Nevermine or the old Titans Mod would have problems with the parasites (although the Titans would probs still wreck the Parasites). I wish we got better armour and weapons and maybe some nerfs, cuz right now this mod is becoming Orespawn but with a consistent theme and no really OP weapons.
The way I see this mod is that it’s probably designed to be played alongside military-themed mods, in order to allow you to get weapons and technology that gives you an edge against the parasites.
To make the mod even harder, they should add a mechanic that if some type of hight tier parasite is low, the call all the litle one to him and asimilate them to heal itself.
This mod just got more F'ed up how the hell are we gonna survive this abomination............. But i do like the Changes they just need to balance between the player and the parasites.....😕😕
The adaptation logic and 4x fire damage change is huge for players. Also, they added living and sentient armor sets to 1.9.6. So there's that, but unfortunately playing vanilla with this mod is still next to impossible
@@CrimsonGamingMC Tbf it is still a work in progress, i think its best to wait until the armor sets are fully implemented, i mean i saw someone kill an adapted longarms with nothing but unenchanted diamond set, diamond sword, shield and flint & steel, using the bow only to aggro it, if the armor set is even half as strong as the parasites themselves, its gonna be fine i think.
As of today (1/11/23) the SRP Patreon page has been launched! With a monthly subscription you will have access to special mod content, depending on your membership level. Go check it out!
Official SRP Patreon Page: patreon.com/srpparasites?Link&
NOTE: The revenue generated from this page will be split *evenly* across the dev team!
Hey i was wondering how do i speed up the process of the parasites because it takes AGES for them to reach even the first stage
I have a question can this be on mobile? If not I will download this on my PC java
@@shin_1730 no.
@@shin_1730yes
Love how the Preeminents can CASUALLY KILL THE WITHER
Even the Warden sometimes loses to the Wither
Yea...
The high tier parasite that appears almost in the last phases is strong
What a wonder
@@september758at least they are restricted to the parasite biome and colonies which are disabled by default
@@derrickhageman1969 Is it worth enabling them, or does it make the game unplayable?
You know the balance is off when the ancient parasites are weaker are the tiers under them 😂
The devs have disregarded the ancients for awhile, but I can't imagine they'll permanently leave them how they are 🤔
@@CrimsonGamingMC They said they would be removing the ancient tier
@@cooleecoolee9504 Ah is that the case? I swear I've heard this before, I must've forgotten
@@cooleecoolee9504 I dont think they said that , in the wiki says that the ancients are a work in progress and they will be completly reworked for version 1.10.0.
@@ericpastor4386 As such the ancient tag is probably gonna be replaced by the new tier
its nutty this giant web of interconnected things that parasites can do. it's like an actual disease in some horror game like dead-space. 1 grub could turn an entire world into a hellish land full of colonies, parasites, herds, structures, nexus's, hosts, and sludge.
It all starts with one buglin, and before you know it you have preeminents knocking on your door
@@CrimsonGamingMC As a certain half-jaw would put it: "One single Flood spore can destroy an entire species"
@@CrimsonGamingMC I'd like Modders to add Plague Inc. Mod to Minecraft.
Literally the flood
I know that this will be a really unpopular opinion, but I think that this mod went from a super cool concept with SOME balance to a unbalanced mod which is on the line of being a mess... There are too little gear added to help you with the OP parasites and I get that they are supposed to be these super strong foes but literally when its just 6 random parasites rushing to you all together you just know that its certain death. I hope they focus on adding more gear to help balancing cause I still think that the concept is AMAZING.
Well as a donor I know it might not be the chase since the main purpose of this mod is to make the player itself evolve new strategies with what they already have , like one of the main figures that leads the project its still completely against the armor that got added.
I agree whole heartedly... the mobs look amazing and the concepts are awesome, but its gotten to the point where it just flat out isn't fun anymore. if you even want s SMALL chance at surviving in a world with this mod you need to throw together like 400+ mods that can help you out with dealing with these pricks
The devs are trying to balance the mod, like with the buff to fire damage.
There are parasite add-ons by nocube that make the parasite mod much easier by letting you craft armour from the parasite drops
when i see the parasite can break block thats when i stop playing.
How to make this mod fun (with configs):
Add the techguns and crafttweaker mods
Remove adaptations
Make them 10-20x weak to fire
Remove all armor points
Put global health amount to 50-70% of the base stats
Use craftweaker to make recipes for the new gear (just for the option if you don't fancy guns)
Turn off assimilated endermen
If u dont want to be called bad keep the fire and the adaptations as it is
This is beyond skill issue my guy
Ah wait i just remembered what are armor points, get real they would be like a zombie. I absolutly share the opinion of the guy above
Only one I agree with is endermen. Them and Arachnida are super duper annoying to fight against
@@shep1818 my brother in christ
Just go on a body of water, submerge yourself and hit them from under
Good mod, mad respect to the devs for putting so much effort into it, I still won't even consider playing the mod myself, unbalanced AF and it would just ruin my mood and my world in the process
I haven't played the mod myself either, not properly anyway
@@CrimsonGamingMC I have. Sincerely and truly, fuck this mod's balancing. I installed it at the beginning of a modded world. I thought I had everything necessary, but nope. At some point, no matter what mod you have, they will always overwhelm you and destroy your base which will cripple you and ruin your game.
Also, fuck the sim enderman, and the dev's response to people complaining about the enderman.
@@CrimsonGamingMC wait but actually good job on this vid, very informative and the lack of background music makes it very easy to discern and remember information you're saying. Thank you.
@@lavans5721 Go into configs and disable sim enderman. Most mobs in the mod are far too strong but sim enderman is just whole new tier of bs.
@@Flubbred I did that after a day of playing. Just the amount of bs that mob is capable of, and the nerve of the devs to claim that shit is fair.
This mods really become raw since its conception, such a great promise and premise that they just can't seem to refine before they add more to it.
Man ,looks like the mod keeps getting unplayable by Time. I was expecting to have some debuffs to some of the parasites....... Still hoping to get some good changes in the part 2 of the video
I can't believe how deadly the preeminents are. At least we have the adaptation logic and 4x fire damage working in our favor
It's a shame because it genuinely is an amazing mod. But you're practically required to install other mods that make the player stupid busted just to have an even playing field. And it sucks if you adamantly are opposed to installing gun mods.
@@LoinkLoink Magic mods are a thing you know, and i'll keep saying it, the mod is still a big W.I.P, even the mobs added this update are W.I.P, theres living and sentient armor sets in creative, currently only available through creative or cheats, i'd wait until the armor sets are implemented.
@@emirkoc7989 If you're telling me that the main way to get a fair and balanced experience is to kill several parasites in order to harvest materials to make armor that allows you to survive decently long against them, that is not a good solution. The first half of gameplay working my way towards getting that armor is still incredibly miserable. And hardcore playthroughs are pretty much not even worth considering. I'm just as opposed to magic mods as I am to gun mods due to how drastically they can change the gameplay.
@@LoinkLoink We dont even know what materials will be used for the armor, and i dont find primitive parasites that dangerous, i even saw someone defeat an adapted with nothing but diamond sword, shield, full diamond armor and flint and steel, all unenchanted, i dont think its as rough as you say. besides the mod is still a W.I.P too, not just the armor, give things some time. Also theres plenty of mods that just add stronger items, no magic or guns.
What worries me about this mod it might fall prey to a similar incident like the orespawn mod where Devs added too many mobs that weren't patch early after it's release which brought too many bug's into the mod and mobs were practically too OP too beat
Orespawn was balanced, Got op gear along with op mobs
@@cooleecoolee9504 if it's balanced then where is it? I heard rumours creator of the mod gave his work to his son which ended up going badly after he was getting bad vibes from the community because he was adding too many mobs which had lot bug's that needed to be fixed that weren't exactly due too him being selfish to do so
@@hopekill1498 Pretty sure that's not how it went down. The developer got worried due to Microsoft purchasing Minecraft, decided to abandon the mod and make his own game with most of the same features called Dangerzone.
@@fivethree87 Idk about this Microsoft stuff?...But I do know the original developers broke off from the original creator due to the stunts he was pulling on the mod and backlash he was getting from discord for example "making the mod cost 10$"
Orespawn’s creator was the real issue. I’d describe the guy as unhinged…
So basically the only way to survive this mod in hardcore is to just speedrun mining truckloads of obsidian, getting farming supplies, and building a multiple layered thick base at bedrock level withg every precaution taken to prevent anything getting out, or getting inside.
That or making a lava wall perimeter around your base and also layering it with obsidian. Even then a sim enderman can just teleport in so it's kinda redundant
Or make a sky island
Lol
@@randomnobody8713 ancients, overlords, heavy bombers.
@@randomnobody8713 also sim endermen lmao
@@randomnobody8713 If a biome spreads beneath it any animals you have in the skybase will be infected immediately.
Might have to do another playthrough. Last time I used Techguns and several turret and base defense mods and we built a huge fortress. It was so cool when a wave of enemies approaches and you heard like 50 turrets start firing at once. The playthrough ended with us unlocking ICBM nukes and wiping the infected area off the map.
I threw together a modpack with Immersive Engineering addons. Mortars and stuff. Never really got too far with it cuz I can never stay focused.
Escape and Run is now just RUN, and not even running will be enough to survive...
Now the motto for this mod should be "Every second you are not running, we're onoy getting closer"
It makes me happy knowing this update makes the mod significantly fairer. There's still some uh.. questionable, design decisions, but for the most part S&R is no longer a mod made by sadists for masochists.
It becomes dull early
So, I looked on the wiki, and in the Upcoming Content section, it mentions something called "The Source".
It doesn't say much, but from what info I can gather it seems to be very similar to the Gravemind from Halo, in that it's a massive boss entity that's the source of the infection, and the one responsible for the spread of Beckons.
I think that's almost spot on for what they have planned for it. I might be mistaken but I think the mod will have a custom dimension under bedrock where this source will be located
@@CrimsonGamingMC God, I can't wait!
@dueslin113 Cool, but I'd prefer it to be some massive monster under the bedrock.
Considering one of the parasites looks like a Flood Juggernaut I wouldn't put it past them.
@@aztumtheknightofwumbo7060 I have never played Halo in my life, but The Flood sound fucking terrifying...
One spore is enough to destroy an entire galaxy, single handed? What were they smoking when they came up with that?!
I always though that techguns wepons where too op and made every playthrough boring but now with this parasites mod it's finally ballanced and makes it feel like you are really in an apocalypse world with nothing but your trusty weapons to survive
techgun its not enough, install draconic mod (and rush it)
@@alejandrodasilva8110 I already tested it against every parasite and the only one I couldn't kill in less than 20 seconds was the dispatcher phase 4, the rest of them were easy with a minigun and incendiary bullets so they couldn't adapt on time, even a beacon phase 4 is easy if you shot at it's sweet spot which is the green/yellow thing at the top
This is giving me the same vibes as some games like Project Zomboid - the goal isn't to 'win' but just see how long you can survive for.
It's so damn crazy now.
At least in project zomboid you can manage to "survive" in many ways
i like how you actually know what your doing and you put so much work into your videos, thank you
Hey thank you! Pecora and Zuko made this video possibly so they deserve some thanks as well :)
I feel like someone should make an extension mod that adds a double-barrel shotgun and a chainsaw, as well as a much better armour for use when fighting the parasites.
You know, kinda like Doom.
I need this ASAP
I can't believe I'm seven days late to this video. That aside, there's some pretty cool stuff here, but as I said on your last SRP update video there are glaring issues when it comes to balancing. Personally, the main offenders for me are the enderman, succors, the Bogle, and the Haunter. Ever since 1.9.6 (and even in later versions), the enderman seems to be EVEN more aggressive than what it once was, as no matter where I went in my survival world I'd always be attacked by hoards of endermen and the mobs they teleported with them (as they can see through walls and teleport each other; I believe their detection radius may have been increased by a lot). Succors bother me because of the frequency in which they're employed by preeminent parasites, and their ability to teleport their summoner to them (something that can essentially one shot you since they have melee attack rate similar to a charging reeker) is ridiculous. As for the Bogle and Haunter, you pretty much got that covered in this video. I really do like this new adaption logic though, as having them become adapted to entire damage types was extremely annoying. Beyond that however, we still do not have a way to brew and make use of immaleable potions, nor were any new weapons introduced to balance out the introduction of these new and extremely powerful parasites. And I wasn't even aware of how punishing the entity orbs or dreadnaught pods from dispatchers were, but seeing them now has only strengthened the way I feel about this mod. It has amazing concepts behind it and great mob design, but extremely poor balancing. Here's to hoping things will eventually change.
While recording this video I was jumped several times by sim endermen, I guess they spawn in caves nearby and then teleport to you. I cannot describe how frustrating it was haha
The mod is heading towards a bad path due to how OP the parasites are, they are litterally undefeatable by vanilla means and you need specific mods to actually stand a slight chance, atleast in RL craft you could somehow manage.
Wasn't it supposed to be made to like that?. They're aren't made to be impossible obstacles that keeps growing if your ignorant and chill about it?.
Man the moment it becomes "un"impossible even in vanilla, is the moment people will start to get bored and will forget to ever exist. like for some certain mods out there
Then the mod wasn't really made for u? Obviously since the concept this mod is obviously supposed to be unfair.
@@mcwaff8661 oh shut up with that stupid child like non argument
Eh, just mess around with the config and it will be playable.
The problem is there is no proper way to reset the counter .
There are no strong items to help the player.
There are no ways to completely stop the progress unless you keep grinding (mob killing)every second in this world.
There is a bug in 1.9.6 that allows you to decrease evolution phases by killing parasites. I really wish they made this a mechanic and refined it, but no they removed it in 1.9.7
@@CrimsonGamingMC Lures can still decrease the phase
@@the_phantom_cat7912 Oh yeah I keep forgetting about lures
The devs need to really work on balancing the player v parasite combat and interactions before adding more mobs, its sort of creating this snowballing issue thats been going on for a while now
Nice and comprehensive video of all the parasites. I tried playing this mod recently but I never managed to see most of the new parasites. I got stuck on phase 3 because a bunch of incomplete forms filled up a cave and capped the mob count.
Oh so since the parasites couldn't kill/infest anything in the caves, your phase didn't increase? Interesting
Remember kids, if you are having trouble with actually playing this mod, play it with the mcdungeons and inventorypets mod
Makes this mod ALOT more tolerable (at phase 1-6 at least as that’s as far as I go usually)
Thanks for the mod suggestions! Most people install ICBM and other heavy artillery-like mods, so it's nice to see less explosive alternatives being suggested
Woah, love that this mod is getting much appreciated updates, I hope it keeps going in a darker direction, there's always something ominous about seeing the parasites get more and more of a hold on your world by the day, like some cancer that spreads without end.
Someone should make a resident evil-like map/game based off scape and run parasites. With a gun mod obviously. Swords won't be enough.
I agree, bringing swords to a parasite fight is unplayable
Techguns would be a good gun mod, since it has a flamethrower.
You should also add all three of NoCube's S&R Parasites Addons, to make it more immersive.
I really want a Resident Evil style map...
Maybe a massive city map styled after Raccoon City, with a giant underground complex absolutely CRAWLIG with parasites, and some chests with Books & Quills in them that detail experiments carried out on various mobs and how the city got overrun by the parasites?
@@caolanochearnaigh9804 Theoretically, Immersive Engineering's chemical thrower combined with Nuclearcraft's plasma should also work pretty well, assuming you have some efficient means of extracting the plasma from the nuclear fusion reactor.
@@taelim6599 Yep...
But how would that work?
@@caolanochearnaigh9804 You can test it yourself, all it requires is having both Immersive Engineering and Nuclearcraft. The chemical thrower is natively compatible with any fluid from any mod (do note though that this probably does not include gases. However, plasma is a fluid and not a gas so it does work)
With how powerful the parasites are I wouldn't be surprised if you are suppose to use it with other mods that give you op gear.
Or that one nuke mod that let's you build barbed wire and *incindery* grenades.
@@junkoenoshima6756hbm ?
I just think a genuine challenge is one of the appeals of this mod and while yeah, it does remove the more casual crowd i just enjoy that there is finally an apocalypse mod and that feels like a apocalypse.
Where you have to think tactfully about your actions to stay alive and change your behaviour when its installed.
What other mods are you using?
No music was added to this video in post, do you guys like it this way? Or do you want background music?
Also, make sure to delete your old config files before playing the new updates!
Your are a good at explaining the mods 👍
I don’t mind the lack of background music. Makes it easier to focus on what you’re saying.
No music?
I need music without it video gets boring
@@riccardo-rezzi Thank you!
This Mod needs a balancing update, it gets more impossibly hard with nearly every update they do.
Would love to see someone make modpack similar to Blightfall based on this mod and maybe techguns and some serious balancing.
To make this mod balanced and fun you seriously need to spent an hour in the config files looking for every option needing balancing. Before any changes they literally survive multiple antimatter rockets, its OP as fuck
Yeah once this mod is complete it’s defo only going to be fair if there’s like a million other mods your running to make yourself op
If Minecraft had the world evils of Terraria, and said world evils were buffed to hell and back.
Terraria legendary mode is like that.
These videos are getting better and better. Keep up the good work :)
Thank you! I'm glad to see you're still around
I'm waiting for some big turrets or something to be added to this mod cause these guys give me big zerg and halo flood vibes with the infecting and adapting stuff.
oooo turrets would be awesome
@@CrimsonGamingMC Yeah adding some kind of group of friendly npcs like an Earth defense force style faction with special parasite fighting weapons would be cool to.
I dont think the mod will ever add its own guns or turrets etc since its intended for people to be able to pretend whatever they believe parasites to be, whether that be aliens, lab experiment gone wrong or some magical creatures, adding one or the other instantly goes against the other.
@@emirkoc7989 Well the parasites don't feel very magical. Nonetheless they'd go great for a high tech mod pack or just one that gives a lot of powerful tools and weapons to deal with them.
@@zacharyweaver276 No, you can definetly pretend them to be some sort of eldritch creature and it works, absolutely nothing in the mod ever points to them being magical in nature, but absolutely nothing points to them being technological or alien in nature either, the devs want people to be able to believe the parasites are whatever they want them to be.
For the rest, i agree, the mod does go nicely with gun mods, and does so with magic mods too imo.
No matter how much work is put into a mod, the mod will fail if it reaches the point of being unplayable. Until players have gain an actual chance to survive against the parasites, there is next to no chance the mod will be popular despite its well implemented design.
Sadly I'm starting to think this way too. I love this mod, yet I haven't played it for real. It just doesn't look possible to play
It seems that the mod isn't one that you should defeat just because you progressing, it seems that you have to SURVIVE while progressing endlessly through parasitic hellscape that consume your Planet in hyperspeed infection.
I kinda like the concept that the mod subtly tell you to never engage at any danger and should always run, hide and defend yourself rather than trying to be a Hero.
Those mob are amazing and insanely Absurdly Powerful, i hope we will get some armor and weapon to deal or just resist against them
Living and sentient armor sets were added to the mod, they will be introduced in part 2 of my review
Cool update! The mod just keeps getting better (and harder). Tho i dont really like the health boost in certain parasites becouse ive barely survived the older versions..
It's crazy that a few parasites had their health *doubled*
@@CrimsonGamingMC Yeah sometimes i feel like the devs do not know what theyre doing and dont know that making something harder doesnt always make it good. Luckily, SRP hasnt fallen to the "so hard its unplayable" category. Yet...
@@justarandomabandonedchannel We have Anime Mods. No worries.
13:32 i like how they kick the players like the footballs as every parasites supposed to but even better lol
Scape and Run Parasites:
Because you need something worth using HBM's top tier nukes on.
URANIUM FEVER HAS DONE AND GOT ME DOWN, URANIUM FEVER IS SPREADIN' ALL AROUND
I really hope they or another mod will add a way to permanently cleanse the dimension your in of parasites from stage 8 to -2 but only in the dimension your in. Would be nice and adds and objective
They should add some new armor and weapons because the new parasites are way too strong.😮
That would be much appreciated! But for now we'll have to manage with the living and sentient equipment
Btw 20 Minecraft ticks is exactly half a second in real time now that doesn't sound bad but once you consider that nearly all of the special abilities that most of the mobs have also run on that amount of ticks and the mobs in question have fast attacks
Good info to know, thank you!
The modders need to pump the breaks cause they’re rapidly falling into the trap of quantity over quality.
There’s just too much with not enough polish or balance, and at this rate the only way to make this mod actually fun is to download more OP mods or massively alter the config stats.
I feel like they're rushing to get all the content into the mod without, like you said, polishing/balancing anything. By the time they get around to do this, their player base is going to be much smaller
Sorry, but behind the updates you consider poorly polished there's a huge amount of work and dedication, with lots of bug fixes, balances and tons of early builds to test everything, features like preeminents aren't finished because it's a whole new tier for example, but they add alot of discreet details that enhances the deepness of the mod. I'm not against using the config to nerf them, but it's possible to play with vanilla friendly mods or some like crayfish guns which aren't op, combining anything with fire can kill almost any parasite now, not to say that with friends is even easier to survive. Just have patience, they're working now on giving tools to the player and more counters to the parasites (apart from having currently fire, weak points, cuttable tendrils, easier adaptation logic, evolution point decreasing...)
this mod is legitimately one of the best looking mods i have ever seen. the work put into this mod and its animations is crazy
so that's why my bunker gets filled with parasites, a sneaky dispatcher tentacle bring parasites there. Thank you so much for this information!
This mod just keeps getting better.... cant wait for part 2!
And somehow more unbalanced. Though I still love this mod. You can make such an interesting story out of this
@@tyshawnstubbs9315 luckily i always play this mod with guns, balances it out
and unplayable without draconic mod
The concept of the mod is very good, the designs of the creatures are magnificent, but it has exorbitant design and balance flaws that make it unplayable and not very enjoyable, my respects to those who work on the mod, it is not an easy job, but a mod It is there to enjoy it and this is unenjoyable without making a fair balance.
Recording this video was painful, I kept dying over and over again trying to show the new parasites. I really hope they balance the mod around vanilla but I don't think it'll happen
"Get me this mod"
"But sir it has tentacles and scary"
"GET ME THIS MOD"
DID I STUTTER?
All of this OP new mobs but we really know that the ender man is the real G. I mean how unbalanced can you be that THEY ADD A BUTTON TO DISABLE YOU
Tough but fair is the best way this mod should go, but we will see, I have faith they will balance things out. It is a W.I.P mod after all, anyway has anyone heard of the infection mod? It similar to scap and run but with a big different, I haven't seen much of it and I would like an update on it.
I dunno if they will balance things out, 1.9.8 buffed even more parasites. I think the devs are "balancing" the mod around modded minecraft, not vanilla
I admit, I love the aesthetic of this mod. It is very cosmic horror-like and Lovecraftian, and it's clear that a lot of love has been put into it, but the main detractor here is that there is basically no progression for the player. It seems to be purely endgame gear, no mid or early game. It seems like this mod is meant to be played with other mods that allow for early to mid game gear, like RLCraft (which is a mod pack, I know)
Also, there is basically no way to figure out the infection level of the world without a command. It would be nice to know what level the world is at so you can prepare.
In addition, some lore behind these parasites would be nice. It seems like they just appear in your world without explanation. Maybe something like a meteor with a foreign parasite.
I'm getting some MAJOR Resident Evil vibes from this mod, guys...
Wouldn't be surprised if the Nemesis showed up as a Crude tier parasite.
Me personally I see more Flood inspiration as most of the parasites look like infection forms, Combat forms ,and pure forms
@@naynay9133 Yeah, most outside source inspiration did come from the flood as the rupter and marauder are models taken directly from the game.
I have managed a hardcore world with only minimum damage off and needler toned down it's probably the funnest experience I have had. Sadly 1.9.8 is completely broken in difficulty so hardcore worlds are impossible to start past 1.9.7 the reason being that the rupter changes in 1.9.8 make it so you will get to high phases extremely quickly so I recommend not using that version.
As much as I love the idea of these new mobs being OP as shit I fear for the mods longevity. I'm someone who already tends to avoid fights in minecraft when I can, and I play with keepInventory on and mobGriefing off because goddammit it's my world and my play experience I get to the decide the rules, so I dont see myself getting particularly frustrated with the difficulty. That being said, the way I play the game is not universal, as a lot of the comments here make very clear.
I do hope the devs consider adding counters to the parasites to give the player a chance. The idea of OP terrifying mobs is fun in concept, but when executed poorly it can really divide the playerbase.
Man, scape and run, Devs really have no mercy, and I mean no mercy at all.😂
and just when this mod couldn't get anymore terrifying, it just did
I feel like the point of this mod is to inflict hopelessness, as the creatures become stronger, you become more helpless to do anything, besides there are plenty of armor and weapon mods people can add to make it easier
3:40 is when my expression switched to pure terror
Edit: After learning that dispatchers evolve after a countdown, I have officially fallen to despair.
I'm right there with you
Happy to see the Juggernaut from Halo 2 get some love, even if it's in a minecraft mod.
The fact that some of the parasites variants attacks has no invincibility frames is just ludicrous
200 IQ play
Just go to the end, no parasites there
Sincerely: The totally not assimilated dragon and her totally not assimilated endermen
*_They're not real, just don't look at them_*
This mod is probably meant to be played with mods that give you OP gear, otherwise it's just another "die in full diamond in under 3 seconds" mod
Could be fun to add in a Halo Minecraft server.
The Parasites seem like a fun alternative to the flood.
the parasites are prob based off the flood considering that the rupters look like infection forms
I think there should be stiff like pesticide (and different types for different parasites) that you can spray on surfaces to deter the parasites and add to arrows and other weapons to do more damage, but you would have to keep reapplying it often. there should be a way to carry the meat stuff away somewhere else so it doesn't keep respawning right where you killed it. There should also be some kind of really strong glass that the flying ones can't break.
I love watching this mod when eating my breakfast
If they gave us guns or friendly mobs that actively hunt for this corruption, this mod can be playable.
Now make some Anti-Parasite Weapons and add a singular Anti-Parasite mob.
" *You HAVE to purge this sickness from our world.* "
It's been 3 months since Crimson uploaded a video. What happened? Either way I'm going to give a review in regards to the video.
Here's my review:
The first paragraph talks about how Crimson nailed it on a few aspects of the video. The second paragraph talks about how Crimson yet again nailed it on a few aspects of the video. The last paragraph discusses of few things but there were some bias however. The conclusion/what could have been improved paragraph discusses on the video overall.
10/10 Minecraft mod update review/showcase. Firstly I would like to talk about the audio, thumbnail, video title and the cinematic intro. The audio was great, no moments that were ear piercing from what I can notice, the sounds added fitted the situations shown and gave that extra immersion to the video. The thumbnail is amazing, no clickbait and has a brief showcase through one picture of everything the video has to offer. The video title is great, no clickbait and goes straight to the point. The cinematic intro was amazing, it is a nice introduction to the video as it briefs you on what you'd expect.
Secondly, I would like to talk about the description, the timestamps and the editing. The description is wonderful! You gave so much information on there, I'm speechless in regards to the description, it was filled with so much useful information. The timestamps are nice, it felt a bit to many but their there for the convenience so it doesn't bother me personally. The editing was great, balanced between to much and to little.
Lastly, I would like to discuss about the length of the video, the commentary and the gameplay shown. The length of the video personally for me feels good, not to long nor to short for a Minecraft mod update review/showcase. The commentary was ok, it felt odd? Perhaps it's because of my bias towards Crimson's voice. The gameplay shown was amazing, I'll extend further about the gameplay in the next paragraph which is the conclusion/what could have been improved.
In conclusion, everything was well put together and the information shown wasn't to overwhelming for the average player but still had some technical things for technical players. Here are two things that could have possibly been improved, during the miscellaneous timestamp, you talked about how some parasites activating their abilities have flame particles now and showed gameplay of one of the parasites activating their abilities, instead of showing one you could have showed multiple by either making a 4 person screen or a quick speed up gameplay of them activating their abilities or added several seconds to the video to show all of the parasites that do this. However I can understand you avoiding this to not waste people's time and the headache. In the Arachnida timestamp you showed gameplay of the Arachnida, but one of the things you didn't mention was the Arachnida movement for both primitive and adapted, I'm going based off memory but I don't recall them ever doing movement like that when attacking in melee.
That's all I have to say, remember to stay safe and have a good time. (:
Thanks for the review! Regarding the two improvement suggestions: The split screen for the charge attacks is a good idea, though once you see the flame particles for one parasite, you've pretty much seen them all. I didn't even think to specify if the changes were for prim and/or adapt arachnida, good catch! I believe both arachnidas were affected by the changes.
@@CrimsonGamingMC just out of curiosity, where have you been and how have you been?
@@Unknown_variant_0 I was incredibly burnt out from youtube, didn't think I would be gone for 3 months though. I've been okay, 2022 was super rough. I hope you have been well yourself
@@CrimsonGamingMC glad to hear that your fine. Thanks for your concern, I've been doing well. I wanted to know what's your plan forwards, your schedule for CZcams and what's the next mod review?
@@Unknown_variant_0 I'd like to get part 2 up within a week and then work on a video for Cracker's Wither Storm "Sky Darkens" update. After that I will most likely upload an underrated mod list
These things really remind me of john carpenter’s the thing, and i’m all for it
I did a world on parasites where there were several islands. Eventually my island was overrun (stage 6) they grew underground and I couldn't do anything about it. I wish there was a way t9 fight back against them. Maybe add a fire weapon and make them less adaptive.
This made my day, I'm happy to see you made theese reviews!
My only problem so far with the new updates is that I detected a heavy drop in spawnrates.
I have Zombie awareness mod installed too, and previously the Parasites swarmed me allways, now only normal mobs tends to spawn.
Any help with this?
Hmmm interesting. 1.9.6 introduced individual mobcaps for all parasites, maybe this has something to do with it? I didn't look at the configs too closely but maybe they changed the spawn weight for parasite tiers
@@CrimsonGamingMC That's what I tought as well, am gonna check after it as well if I'm able to find mobcaps in the inis, and edit them.
Thanks dude, I was wondering how stuff like the dispatcher works and this was helpful.
Cheers!
I think this mod is officially the hardest video game the mankind can make
If you don't got other mods to help you like guns and such, you gonna struggle big time
Men and true women play vanilla parasites
@@dek5775 Challenge accepted
@@dek5775 bruh if this mod combined to RLcraft and survived 100 day hardcored i think you might be a best player.
@@alvinmokhram if you survived 10 days in this mod you would be a professional
Just started playing Minecraft after a long while, and this mod is absolutely amazing. I genuinely don't understand why people are complaining about with balance, because that's literally the point of it. Things like telefragging Endermen are obviously stupid levels of unfair and are unreactible, but most of the mod is intentionally made to be unfair like how a game like Super Meat Boy or Darkest Dungeon are made to be unfair. If they make it so that the Enderman don't telefrag you instantly and give the player at least 1 second of reaction time to do something, than it would be much more in line with the rest of the mod. Maybe it's just my experience with games designed to be objectively unfair to the player, but this is some of the only times I've ever played this game where I actually felt like there were stakes and it felt worth playing for more than a few months. It's pretty clear that the devs don't want to the players to win. They want them to struggle and then lose. But for the actual good players who manage to adapt and survive, they easily get one of the best Minecraft survival experiences out there, and they definitely deserve it for managing to adapt. This mod is pretty much the definition of a skill wall. Those who can't adapt get left behind.
I feel like most of the people complaining haven't really touched a game like Hunger and Fear, and probably don't really know that games can be designed intentionally unfairly. If someone's gonna complain about the parasites being too strong, they probably shouldn't be playing the mod in the first place. Cool video too; great information.
I think the main issue people have with the assimilated enderman is that the parasite belongs in the "weaker" tier but it's arguably as deadly as a primitive parasite. It's a parasite you'll most likely find earlier on and encountering one for your first time is guaranteed death. Personally, I have an issue with the stronger parasites and the status effects. Things that one shot you isn't fun and engaging gameplay. Although, with the right mods and tweaking of the configs people can make the mod more manageable for them. But hey, if you like the mod the way it is then I'm happy for you. People should play mods the way they want to.
我完全想像不到除了遷徙以外的任何抵禦方法
這些怪物真的太強 需要更強的武器 槍 炮 火焰發射器 需要淨化 清空區域的方法
就算是超級炸藥 核彈 有放射線殘留問題 污染問題 都比有這些寄生蟲好
this mod doesn't seem too enjoyable to play tbh. i was pretty alright with it at first, but like. this sort of stuff is really unbalanced without other mods, and even then, there's only so much the other mods can do. i'd've killed for the warp stuff in thaumcraft to be made into a different mod, i think it's a neat concept, and while this mod does technically provide an alternative, it's an unbalanced mess compared to actual thaumcraft.
The mod is perfect for hardcore modpacks, but for vanilla? Not so much
@@CrimsonGamingMC it's not particularly good for that either, i'd argue. the parasites seem far too unbalanced.
it's an okay mod from a general showcase standpoint, but the balancing is terrible for both hardcore and casual modpacks.
@@pelontrix I was referring to modpacks like RLCraft. The parasites need to be stuck in their own dimension so they don't ruin everything
@@CrimsonGamingMC the fact that they outright have to be in an entirely different (and thus optional) dimension as a whole due to them being fundamentally unbalanced says a lot - i'm not sure if it's the mod author(s) not having the time to balance stuff, or just a general lack of experience.
i don't really have the energy to go and review the mod (and i'm a bit burnt out on modded mc), but i'd be interested in more of your thoughts and opinions. :]
@@pelontrix I've been beating around the bush but yeah the mod is unbalanced. The devs are fine with this fact, and I have learned to accept it. I've been trying to find appropriate scenarios and setups where the mod would be playable, but I'm at a loss as you can see
I know you are not a guy who uploads videos in these types but if you make a video on immersive engineering it would be awesome
It would be cool if wearing the sentient armor made it so that the parasites didn't attack you while wearing it. It would be like a parasite disguise that makes them think you're one of them. I imagine that it would smell fucking horrible to wear though.
Can we appreciate that fact that this mod is most likely based on the FLOOD fro halo and the THING which I think is badass
This mod is absolutely awesome, but it so off balance even Techguns can't really fix it. Maybe even mobs from Orespawn or Nevermine or the old Titans Mod would have problems with the parasites (although the Titans would probs still wreck the Parasites). I wish we got better armour and weapons and maybe some nerfs, cuz right now this mod is becoming Orespawn but with a consistent theme and no really OP weapons.
The way I see this mod is that it’s probably designed to be played alongside military-themed mods, in order to allow you to get weapons and technology that gives you an edge against the parasites.
I really want to know now what happens if i put the Wither Storm in a parasite world, maybe i can't survive in a parasite world but they will not too
A fully grown wither storm would wipe out the parasite biome pretty quick
Oh boi I love your cinematic intro's keep creating good content man!
Thank you!! I will try
this mod needs too be updated ALOT too newer versions of MC like 1.19.2!!
Boy theese guys surely love making 'The Thing' Apocalypses
To make the mod even harder, they should add a mechanic that if some type of hight tier parasite is low, the call all the litle one to him and asimilate them to heal itself.
Letts gooo, i was specifically waiting for you to review the updates
Went from a cool idea to "HA, TAKE THAT, PLAYER!", its "I did [insert time limit challenge]" bait.
i like how the scaperune devs are very brutal, it forces players to work together
Surprised they haven’t added a parasite pigman yet.
once this mod comes out to later updates lost trinkets will be a great counter to these (it can burn entities targeting you)
I really hope at some point it becomes available for 1.18
Sheesh you'll need A LOT of guns...and explosives...like SHIPPING CONTAINERS of high-grade explosives just for the bigguns
This mod just got more F'ed up how the hell are we gonna survive this abomination............. But i do like the Changes they just need to balance between the player and the parasites.....😕😕
The adaptation logic and 4x fire damage change is huge for players. Also, they added living and sentient armor sets to 1.9.6. So there's that, but unfortunately playing vanilla with this mod is still next to impossible
@@CrimsonGamingMC Tbf it is still a work in progress, i think its best to wait until the armor sets are fully implemented, i mean i saw someone kill an adapted longarms with nothing but unenchanted diamond set, diamond sword, shield and flint & steel, using the bow only to aggro it, if the armor set is even half as strong as the parasites themselves, its gonna be fine i think.
The zombie dragon oughta be my favorite way to show fear in multiplayer