Welcome to Contamination!
Welcome to "Contamination" (previously known as "Irradiation")! This mod will turn your world into a contaminated wasteland in which you'll have to try and survive.
The contamination is split in stages, progressing as you survive. There are 3 world contamination stages:
- Stage I: Vegetation begin to decay under the influence of contamination. If any creature is not within a safe zone or not wearing a Hazmat Suit, it dies. Contaminated mobs spawn.
- Stage II: Contaminated mobs become stronger. Vegetation decays faster. Elite contamianted mobs gain the ability spawn.
- Stage III: Vegetation decays very fast. Contaminated mobs become stronger. The Spreader gains the ability to spawn.
How to survive
In order to survive, you need to craft 2 things: a Particle Suppressor and a Suit Workstaion
Your Hazmat Suit (which is given you when you start the world) can be charged with RE (resonant energy)-rich items at the Suit Workstation. As long as suit's charge is above 0, you can walk around freely in the contaminated particles.
Particle Suppressor does exactly what the name suggests - it allows normal mobs to spawn and survive in it's radius as long as it's powered by RE. It can also be upgraded with suppressor upgrades. They can increase suppressor's radius, efficiency or fuel capacity.
A Suit Workstation is used to upgrade and charge your suit. You need suit upgrades to increase suit's contamination resistance or charge capacity.
With all that said, make sure to stock up on RE-rich items! They are vital for your survival. Running out of them can cost you your world as you can get stuck in an infinite death loop, which can be broken only by entering creative mode!
You might wonder: "How am I supposed to breed animals"? Well, Entity Arranger is there to help you! It uses RE and DNA samples in order to clone a random animal (or a villager).
Of course scavenging for RE-rich items will get annoying. For that reason, Particle Permutator exists! It consumes various fuels in order to create redstone, which is an RE-rich item itself.
Structures
Custom structures may be found in the world with exclusive loot. Be warned though: these structures usually have a higher contamination level, meaning going into them unprepared is a death sentance!
Configs
Want to experience the legacy progression? Is something too fast or too slow? Or do you just want to change the fog's colors? In that case, this mod can be configured via configs.
Additional notes
This mod REQUIRES GeckoLib and Curios API!
All Versions
+ Add Version- Fixed a server crash related to stalkers
- Fix attempt for personal teleporters not updating properly when more than 1 is utilized
- Block Entities now keep the stored RE and FE when broken
- Retextured the spreader's core
- Some music manager clean ups
- hotfix: fixed the RE Converter not being mineable and not dropping itself upon being broken
- Increased default FE/RE rates for the conduit
- Added config for FE/RE rates for the conduits
2.2 changelog:
- Renamed the mod from "Irradiation" to "The Contamination"
- Fix attempt for entities occasionally despawning when they shouldn't
- New mobs: Shrieker, Stalker
- Renamed 'Prime Spreader' to 'Spreader', reworked its bossfight from grounds up
- Contamination by default now starts at day 0 (players are provided with neccessary items to survive). You can still change this to old value in the config
- Spreaders now spawn naturally
- Spreaders will now slowly claim territory, turning it into an assimilated landscape
- Added the Entity Arranger which allows players to create animals using DNA samples
- Emergency batteries can no longer be crafted and can only be found in structures
- Temporarily removed one structure for a future rework in preperation for the ability to save the world
- Various fuels will now apply different bonuses to particle permutators such as increased or reduced active redstone chance and work speed. This can be tweaked via configs
- Medium labs no longer contain permutators
- Reworked loot from several structures
- Reworked how rechargeable batteries work
- Reworked how contamination works
- Reworked how contamination ambience loops work
- Adjusted bonuses from Toughness Upgrades
- Added ability for players to override item energy values via the configs
- Added new music to the OST
- Added 'Civilization Remnant' structures. Their main purpose is to provide players with resources which may be harder to come by after the world is contaminated
- Contamination damage now ramps us more slowly
- Advanced blueprints and advanced capacitors can no longer be found in trash piles
- Added some exceptions to when mobs spawning are replaced with contaminated entities
- Some recipe changes
- Changed Particle Suppressor's and Suit Workstation's recipes
- Particle Permutators no longer eat buckets together with lava
- Contaminated Amalgamation and Active Redstone now grant RE
- Gave Huggers and Spewers hurt and death sounds
- Plants now decay during stage I at 30% speed
- Increased Contaminated Amalgamation drop rates
- Decreased Max Health of spewers: 36 -> 24
- Decreased shoot frequency of spewers
- Decreased projectile velocity of spewers at Stage III
- Spewers now use their attack damage attribute for projectiles
- Decreased Follow Range of huggers: 32 -> 24
- Decreased pack size of huggers: 4-2 -> 1-3
- Reduced damage bonus from Hyperforce Upgade: 90% -> 60%
- (finally) Fixed certain blocks missing break particles
- Fixed particle permutators on very rare occasions causing a crash
- Fixed config files sometimes not working properly
2.3 changelog:
- Added a new energy unit used by some of the blocks
- Added 6 new structures
- Added the RE converter (FE support, sort of)
- Added RE generator
- Added RE transmitter
- Added heavy batteries
- Added personal teleporters
- DNA samples now stack up to 4
- Made contaminated structu
- Fixed a server crash on startup
- Fixed music playing before the world gets irradiated
- Fixed ru_ru.json missing a translation
- Fixed exposure time not resetting properly
- Starting from this version, Curios API is required**
- Added antirad badge
- Added Russian translation
- Suits and badges now must have charge in order to apply attributes
- Upgrade balance changes
- Batteries now have a 10 seconds cooldown
- Added 4 new songs to the OST
- Charge HUD is no longer displayed while F3 overlay is enabled
- Fixed leaves dropping saplings and sticks when decaying to radiation
- Countdown sounds now stop vanilla music when played
- Charge HUD is now displayed in red when below 10
### NOTICE: This update is incompatible with worlds created on mod version 1.4 and below. Antirad suits will loose any upgrades they had.
###
- Rewrote suit upgrade system from scratch. This makes adding new upgrades in the future 1000x easier.
- Added world irradiation stages:
- Stage I starts at 11th day. Mobs and players die and crops grow 66% slower unless located in a safe zone. Irradiated mobs spawn
- Stage II starts at 36th day. Crops slowly decay from radiation, irradiated mobs become stronger
- Stage III starts at 71st day. Crops decay much more aggressively, overworld radiation level becomes 2, irradiated mobs become even stronger
- Added Irradiated Arachnid
- Added Irradiated Worm
- Added Spreader
- Added Hugger
- Added the first boss: Prime Spreader
- Changed radiation charge loss formula again: chargeLoss = (level^4 - (level^(5 - level) - 0.5))/resistance
- Fixed days being calculated incorreclty
- Radiation particles can now be seen only while wearing an Antirad Suit
- Changed the default fog color
- Medium lab now contains a Particle Permutator instead of active redstone
- Fixed Particle Permutator not dropping when mined
- Fixed beehive blocks spamming sounds in radiation
- Buffed Particle Permutator's default chance to produce active redstone to 0.65%
- Absorption Suit Upgrade is now craftable and can no longer be found in chests
- Capacitors are now craftable
- A LOT of recipe changes
- New structure: The beacon
- New structure: The Gateway
- New Structure: Discarded trash pile
- Fixed shields not working with absorption upgrades
- Nerfed absorption upgrade
- Removed the armor from antirad suit
- Added toughness suit upgrades
- Added prime suit upgrades
- Reduced the base efficiency of radiation suppressors to 10
- Hotfix: higher radiation levels now apply charge drain correctly
- Radiation now destroys vegetation that is not within safe zones
Changelog:
- Radiation Suppressors now work with hoppers
- Added Particle Permutator
- Fog's color can now be changed via config
- Particle spawn rate can now be changed via config
- Added descriptions to blocks
- Active redstone no longer explodes when exceeding stack size of 1
- Reduced the absorbtion upgrade's charge drain from taking damage by 90%
- Tweaked the charge loss from radiation formula to be more lenient at lower levels: chargeLoss = (clamp((level^4) - 0.6, 0.4, 5)) / resistance
- Hyperhermetic fabric, small and medium rechargable batteries are now cheaper to craft
- Added two new structures
- Added rechargeable batteries
- Added a new suit upgrade
- Changed the formula used for calculating the charge delta while in radiation to: chargeDelta = (radLevel^4)/resistance
- You may need to extract and inject your suit upgrades for them to work again!**
- Added a config to change the grace period
- Added a config to allow radiation start instantly
- Added a config to add mobs that are not affected by the radiation
- Radiation Suppressor is now attached to blocks similarly to how end rods do