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Моды/SRP&Wizardry InsaneTweaks
SRP&Wizardry InsaneTweaks

SRP&Wizardry InsaneTweaks

A bridge mod unifying Electroblob's Wizardry, Scape and run: Parasites and Spartan Weaponry, into my Battlemage late-game fantasy, Custom Gears, Spells, Skills, Bauble Fruits + few other things/tweaks

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Все версии→SRP&Wizardry InsaneTweaks 1.5.0

SRP&Wizardry InsaneTweaks 1.5.0

Release02.08.2026

Список изменений

Insane Tweaks 1.5.0

Everything from 1.4.8 through 1.5.0 in one release. The headline for pack authors is at the bottom: the mod is now far more configurable, and a missing ingredient no longer crashes the game.


Fixed: a missing ingredient no longer kills your game

If you ran a different build of Scape and Run: Parasites than the recipes were written against, the mod refused to start — required item not found: srparasites:pearl, srparasites:hive_scrap. It now skips that one recipe, logs which recipe and which item, and prints a summary line at the end. Everything else registers normally.

Thanks to DevilsNeverCry69 and jdyharongames for the reports.


For pack authors: configurability

Answering MegaMachoBR directly.

Turn individual Reskillable traits off. Every one of the 20 traits gains an Enabled switch. A disabled trait is not registered, so it disappears from the skill tree and stops working.

⚠️ Read before using it. Reskillable drops an unlock it no longer recognises when it loads a player's save, then writes the shortened list back. A player who already bought a trait you later disable loses that unlock permanently and does not get the skill points back. Refund them by hand if it matters. Turning the trait back on does not restore anything.

A config category for the gear line. The Living/Sentient gear had no configuration at all — every number was hardcoded. There is now a gear category covering:

  • Spellblades — base attack damage for each tier, the out-of-mana damage penalty, the armour-set spell-power bonus, the runeword bonus, and the magic-damage share.
  • Aegis shields — armour and toughness for each tier.
  • Armour sets — armour and toughness multipliers per set, and the per-piece spell-cost discount.
  • Wands — spell-power bonus per tier, plus duration, minion-health, spell-discount and magic-damage multipliers, and a switch for the fully-evolved Sentient Wand's extra minion.
  • Advanced properties — Ashen Legacy, Grave Defiance, Veil of Stasis, Fleshbound and Arcane Sundering can each be switched off, from every source at once: the item itself, stack NBT and the Sentient Codex enchantment.

Switch individual pieces of gear off. Ten switches: each Spellblade, each Aegis, each of the four armour sets, each wand. A disabled piece stays registered — existing ones keep working and keep their NBT — but loses every recipe that produces it and is hidden from the creative tab and JEI. Note that a Living item that reaches its evolution threshold will still become its Sentient form even if you disabled that form's recipe; blocking that would strand players with an item that can never advance.

Every default reproduces today's behaviour exactly. If you do not touch the config, nothing changes.


New content

Auto Lock Picker and Swift Picking — an item that opens a lock from the Locks mod by holding right-click, replacing the pin minigame. Channel time scales with the lock's pin count, six seconds for wood up to twelve for diamond, and durability is only spent on a successful pick. It beats Complexity I and II and is stopped by Complexity III. Swift Picking shortens its channel by 15% per level, three levels.

Mmmm and Nourished — a food-only enchantment ported from UniqueEnchantments' Ambrosia. Eating enchanted food fills the hunger bar completely and grants Nourished, which tops your saturation back up every few ticks, so hunger stops draining. Duration scales with your XP level. It also hides that food stack from parasite contamination, so a parasite hit passes over it and shrinks the next stack instead.

Three new Reskillable traits

  • Stone Fists (Mining) — with an empty main hand you break and harvest blocks as if you held the matching stone tool.
  • Coiled Spring (Agility) — hold Sneak and Jump together on the ground to coil for up to 1.5 seconds, then release Sneak to launch. A full charge clears roughly ten blocks and lands with no fall damage.
  • Scarred Flesh (Defense) — a total affliction budget. Every hostile parasite effect costs its displayed level and the total may never exceed 15, so with Viral VII, Fear IV and Coth III already on you, an incoming Needler III arrives as Needler I and an incoming Nexus is refused. Durations are never shortened; beneficial parasite effects are not counted.

Property Books — grant one advanced property to one item on an anvil for 12 levels. Two ship: Ashen Legacy (gear only) and Fleshbound (weapons only — cannot be dropped, dragged out or disarmed). Handed out with /itweaks propertybook <id> [player], so they work as a quest reward. Fleshbound's "prevents disarm" is now true against Electroblob's Telekinesis and So Many Enchantments' Disarmament, which previously slipped through.

Arcane Sundering — a new property earned by the Sentient Spellblade at 1900 kills, in the slot Fleshbound used to hold. It partitions each hit rather than adding to it: by default 80% physical, 10% true and 10% magic. The true share ignores armour, Resistance and Protection alike; the magic share bypasses armour but is still reduced by Resistance and Protection. Fleshbound still exists — it moved to a Property Book.

Ashen Legacy split from Sentient Codex — they are separate rewards now, so an item can carry either, both or neither. Existing saves are grandfathered: on your next login, every Codex item you are carrying is granted Ashen Legacy once. Items sitting in a chest are not reached; give them a book.

Assimilated Battlemage — when Scape and Run: Parasites assimilates an Ancient Spellcraft wizard you now get a proper battlemage rather than a generic infected human. It carries a Living Spellblade and a Living Aegis, blocks with the shield, and closes to melee only while above 70% health and only within six blocks. Otherwise it stays at range and casts.

Two Corail Tombstone perks — Assimilated Knowledge (killing a high-tier parasite can grant knowledge; 7% per level, five levels) and Relief for the Damned (waives 12% per level of every Enigmatic Legacy Cursed Ring penalty, three levels). Both live in the Knowledge of Death tree, which also gained an inventory tab.


Changed

  • Insane Tweaks enchantments are now quest-only. Sentient Codex, Swift Picking and Mmmm can no longer turn up in chest loot, librarian trades, the enchanting table, or on randomly enchanted mob gear. Three third-party paths that bypassed this — Treasure2, Infernal Mobs and Chance Cubes — were closed at their own call sites.
  • The Hourglass of Restoration works now. Its snapshot pipeline was half dead, so it largely did nothing. It also has a recipe for the first time instead of being /give-only, its own texture instead of Zhonya's, and a tooltip that matches the code.
  • Sanctuary handles dead blood. It was invisible to both purification layers, so a pool inside a dome stayed forever. It is now drained cluster by cluster and made inert inside a dome — no damage, no Corrosive or Viral, no free healing for parasites standing in it. A parasite that lingers two minutes inside a dome is executed outright.
  • Bauble Fruits got their own config category, an optional cap, a tooltip counter and nine distinct textures. A fruit you cannot use is no longer silently swallowed, and the Corrupted Fruit only rolls among fruits it can actually grant.
  • Sim Wizard spell variety. A bug in the "target is moving fast" check meant merely walking counted as fast, collapsing the caster onto a single spell — eight of nine casts were Ice Shard in one playtest. Fixed, and the situational overrides are now rolled rather than automatic.
  • Parasite death parity. SRP leaves remains on a coin flip, not every time. The mod's own casters now do the same, with a config switch if you would rather they always leave remains.

Fixed

  • The Cursed Ring tooltip only reflected one of the three Relief for the Damned reductions. Enigmatic Legacy's own broken cursedRing4_alt line, which rendered as Format error: ..., is repaired in the loaded dictionary.
  • An evolved Sentient Spellblade printed "Fleshbound" twice.
  • Only one Property Book was visible in JEI.
  • The Assimilated Battlemage rendered as a mannequin — arms swinging with the walk cycle, blade dangling at the hip, shield never raised.
  • Both Tombstone perks rendered their bonus line as Format error: ..., and Relief for the Damned used a stretched animation strip as its icon.
  • Scarred Flesh ran its budget on the client as well as the server, so the client could display an effect level the server did not hold.

Compatibility

Unchanged: Minecraft 1.12.2 / Forge, with MixinBooter or Cleanroom. Required: Electroblob's Wizardry, Ancient Spellcraft, Spartan Weaponry, and Scape and Run: Parasites.

If you use SRPExtra, the current Scape and Run: Parasites build pairs with SRPExtra 1.10.8, not the newest SRPExtra release — a mismatch there produces crashes that look like they come from this mod but do not.

New optional integrations: Locks (Auto Lock Picker), Corail Tombstone (the two perks), Enigmatic Legacy (Relief for the Damned).

Файлы

insanetweaks1.5.0.jar(2.45 MiB)
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Метаданные

Канал релиза

Release

Номер версии

1.5.0

Загрузчики

Forge

Версии игры

1.12.2

Загрузок

16

Дата публикации

02.08.2026

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