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SRP&Wizardry InsaneTweaks

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SRP&Wizardry InsaneTweaks 1.45.0

1.45.0
27 окт. 2026 г.19Minecraft: 1.12.2forge
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BIg great update, many changes, new features, enemies,structures, REWORKED TEXTURES FOR 80% of content
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SRP&Wizardry InsaneTweaks 1.16.1

1.16.1
10 авг. 2026 г.790Minecraft: 1.12.2forge
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Fixed many crashes
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SRP&Wizardry InsaneTweaks 1.13.1

1.13.1
8 авг. 2026 г.86Minecraft: 1.12.2forge
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SRP&Wizardry InsaneTweaks 1.13.1 Everything from 1.9.5 to 1.13.1 in one release. Read this before you update. The Reskillable trait integration is no longer in this mod — it is a separate download, Reskill Tweaks. If your pack has Reskillable, install Reskill Tweaks at the same time as this update. Not afterwards. The twenty traits are still registered under exactly the same ids, but only by Reskill Tweaks. Install it and nothing is lost. Skip it and Reskillable quietly drops every unlock it can no longer resolve — no exception, no Forge missing-registry screen, and the skill points are not returned. Per player, at the moment their character data loads, with no repair afterwards. This release puts a screen in front of the main menu when that is about to happen, and copies your old traits and scarredflesh settings out into a ready-made reskilltweaks.cfg. If your pack has no Reskillable, none of this affects you. *** ## Fixed: three ways this mod refused to start *On plain Forge* (1.12.0) — with MixinBooter rather than Cleanroom, the start died with DuplicateModsFoundException. The jar declared mixin configs without declaring itself a coremod, so Forge found the same file twice. It now declares itself one. Without Reskillable (1.13.0) — a server without it died a minute into loading with TypeNotPresentException, from inside registration. A Reskillable type stood in a method signature, and Forge resolves those before any isModLoaded check in the body can run. 1.12.1 stopped the crash by making Reskillable required; 1.13.0 does it properly by moving the traits into their own jar. Reskillable is optional again. Without Better Survival (1.13.1) — same shape: the parasite nunchaku extends a class from that mod. The registration gate was already correct and could not physically work, because the bytecode verifier loads the class at link time. Fixed at the source. Better Survival is optional again too. Confirmed on a clean instance: the game reaches the menu with neither mod installed. *** ## New: Dragonsteel and parasite nunchaku (1.10.0 – 1.11.0) Two weapon lines extending Better Survival's nunchaku, both off-switchable. *Dragonsteel nunchaku* — three weapons with their own recipes, models and dragonsteel textures. Parasite nunchaku — Living and Sentient variants that count parasite kills and evolve, applying Bleeding and Indeaf with a per-target cooldown. modules.* gates registration (off removes the weapon from the world), gear.availability.* gates recipe and creative tab only — the save-safe switch. ## Sanctuary: three fixes to the parasite guard (1.9.13 – 1.9.15) Parasites arriving by any route are vetoed now, not just natural spawns — SRP places most of its parasites through a path the dome was not watching. Measured: a tier-4 dome reported 307 parasites in zone with the veto on and not one veto line in the log. Call of the Hive is refused inside a dome, and infections in progress are cured through SRP's own code path. 1.9.15 fixes a mistake in 1.9.14: the cure wrote a permanent immunity tag, and the same code ran for players — one step inside a dome made you immune to Call of the Hive for the rest of the save. It is temporary now, re-applied every tick while you are sheltered. ## Mmmm: a second tier and a carrier guard (1.9.11) Two tiers by default instead of one that filled the hunger bar outright. The new guard watches every route 1.12.2 exposes — eating, pickup, toss, anvil — and either restores the original food or strips the enchantment, so rot never becomes an enchanted trophy. It cannot be complete: there is no "item transformed in place" event, which is what its logging is for. ## Smaller things * Enchantment ids read as int, not short (1.9.12) — hardening against JustEnoughIDs. * Cleanse classifies effects with the right test. * Performance (1.9.9 – 1.9.10) — trait checks resolve once, Spider's Grace stopped reflecting per tick, parasite type checks stopped walking the class chain, Sanctuary world data resolves once per dimension. * Traits reworked in this range — Iron Stomach, Astral Prospector, Assimilated Warfare, Effect Twist — now live in Reskill Tweaks. *** ## Compatibility *Minecraft 1.12.2 / Forge*, with *MixinBooter* or Cleanroom. Required: Electroblob's Wizardry, Ancient Spellcraft, Spartan Weaponry, Scape and Run: Parasites. Reskillable, Better Survival and Corail Tombstone are all optional now. Companion mods, all optional and independent: Reskill Tweaks, SRP&Wiz Core, SRP&WIZ Mixins, CTombstone-Tweaks.
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SRP&Wizardry InsaneTweaks 1.9.5

1.9.5
3 авг. 2026 г.70Minecraft: 1.12.2forge
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Everything from 1.5.0 to 1.9.5 in one release. **1.9.4 was withdrawn** — see the correction at the bottom. --- ## ⚠️ Read this before you update **The Corail Tombstone integration is no longer in this mod.** It is now a separate download, **[CTombstone-Tweaks](https://www.curseforge.com/minecraft/mc-mods/ctombstone-tweaks)**. If your pack has Corail Tombstone, **install CTombstone-Tweaks at the same time you install this update. Not afterwards.** Tombstone stores each player's perk levels in `level.dat` keyed by *registry name*. The two perks this mod used to add — `insanetweaks:assimilated_knowledge` and `insanetweaks:relief_for_the_damned` — are still registered under those exact names, but only by CTombstone-Tweaks. Install it and **nothing is lost**. Skip it and Forge shows the missing-registry-entry screen; clicking through that screen deletes every level your players bought, **permanently, with no refund**. There is no repair afterwards. Your settings do not migrate on their own either. The root category is still called `tombstone` and every option name is unchanged, so it is one block to copy — and this release copies it out for you (see below). If your pack has no Corail Tombstone, none of this affects you. --- ## New: the game now tells you before it is too late If you update without CTombstone-Tweaks, a screen appears **before the main menu**, which is the last moment before a world can be loaded. It explains what happened and links to the download. It only shows up when there is something at stake — the pack ran a version that had the module, Corail Tombstone is loaded, and CTombstone-Tweaks is not. A clean install never sees it, and installing CTombstone-Tweaks silences it with no further action. There is also a "don't show this again" button if you have no interest in the Tombstone module. On the same launch, your old `tombstone` settings are copied out of `insanetweaks.cfg` into **`config/insanetweaks-tombstone-old-settings.cfg`**, ready to paste into `tombtweaks.cfg`. That happens whether or not you act on the warning — Forge deletes the old category from `insanetweaks.cfg` shortly after startup, so this is the only moment it can be saved. Dedicated servers get the same warning as a banner in the log. --- ## Fixed: the mod could not run on a dedicated server Four separate ways, none of which a compiler or a dev client will catch. Anyone running 1.5.0 on a server hit at least one of them. - **Renderers in the `@Mod` class.** The 18 `registerEntityRenderingHandler` calls and the Sanctuary Dome renderer sat behind an `if (side == CLIENT)` guard, which does not help — the verifier resolves the client types while *loading* the class, long before the guard can run. They now live in a sided proxy. - **The particle packet.** `SimpleNetworkWrapper.registerMessage` instantiates the handler on **both** sides, so a client-only handler class made network setup fatal on a server. The trailing `Side` argument only picks which side processes the message; it does not gate registration. - **Two potion textures.** `@SideOnly` on a field whose value is assigned in a static initialiser gets the field stripped on a server while the assignment stays behind, producing `NoSuchFieldError` at class load. - **The enchantment quest-gate.** The anvil veto and its tooltip lived in one class. Making that class client-only would have taken the veto down with the tooltip — no crash, no log line, the mechanic just silently gone on servers. They are now two classes that say in their own comments why they must stay apart. The whole bug class was then swept on bytecode across all four mods: 618 classes, zero field-level `@SideOnly` left. --- ## Also in this range - **Non-Euclidean Cube crash** (Enigmatic Legacy) fixed in the companion mod SRP&Wiz Core 1.8.11. - Assorted internal cleanup from the four-way mod split; no gameplay changes to anything outside the Tombstone module. --- ## Correction regarding 1.9.4 1.9.4 was published on 25 July and pulled the same day. It carried the module split with **no warning of any kind** — no screen, no log line, nothing in the description at the time of upload. Anyone who installed it alongside Corail Tombstone and loaded a world without CTombstone-Tweaks will have lost their Tombstone perk levels, and that cannot be undone. Roughly five people downloaded it before it came down. If you were one of them and you have not loaded a world yet: install **[CTombstone-Tweaks](https://www.curseforge.com/minecraft/mc-mods/ctombstone-tweaks)** first, and nothing will be lost. That gap is what this release exists to close. Sorry. --- ## Compatibility Unchanged: **Minecraft 1.12.2 / Forge**, with **MixinBooter** or Cleanroom. Required: Electroblob's Wizardry, Ancient Spellcraft, Spartan Weaponry, Scape and Run: Parasites. **Corail Tombstone is no longer an optional dependency of this mod.** It belongs to CTombstone-Tweaks now. Companion mods, all optional and independent: **SRP&Wiz Core**, **SRP&Wiz mixins**, **CTombstone-Tweaks**.
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SRP&Wizardry InsaneTweaks 1.5.0

1.5.0
2 авг. 2026 г.42Minecraft: 1.12.2forge
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## 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).
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SRP&Wizardry InsaneTweaks 1.4.8

1.4.8
25 июл. 2026 г.171Minecraft: 1.12.2forge
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## Insane Tweaks 1.4.8 First public release since 1.2.0. This bundles everything from 1.3.0 through 1.4.8, and it is also the release where the project splits into separate mods. ### ⚠️ Read this before updating **The mod is now three mods.** Insane Tweaks keeps every piece of gameplay content and its `insanetweaks` modid, so **your world is safe and you install this jar exactly as before**. What moved out: - The optional **SRP compatibility patches** (`srpCompat.*`) are now the standalone mod **SRP&Wiz mixins**. If you had any of those toggles enabled, install that mod and re-set them in `srpwizmixins.cfg` — they no longer exist in `insanetweaks.cfg`. - The experimental **Dormant Waystone** block moved out of this jar into the new pack-glue mod **SRP&Wiz Core**, where it is now a proper native system. Existing worlds are remapped automatically, so already-placed waystones and items are not lost. Everything else is additive. ### Added — Sanctuary Nexus (1.3.0) - New craftable block, the **Sanctuary Nexus**: a protective dome that makes a base defensible against the hive. - Raised through a **ritual**, not an upgrade recipe — build a flat 5×5 ring of SRP Evolution Lure blocks around it, in the strength order it asks for in chat. Each correct ring is consumed; six offerings take it from Tier I to Tier IV (radii 16 / 32 / 48 / 64, upgrades push further, capped at 256). - Inside the dome: natural parasite spawns vetoed, block infestation vetoed, parasite node/colony structures blocked from generating, parasite block-breaking vetoed, **Purge Fire** damaging anything parasitic, node and colony hearts purged, infested blocks steadily reverted using SRP's own purification mappings, biome reset to natural. Parasites dying inside drop nothing and grant no XP — protection, not an AFK farm. - **Cost of Power**: every player inside pays 2.5 hearts of max health and loses natural regeneration; the Nexus burns Wizardry crystals as fuel, then drains mana from wands inside, then the owner's health. Four upgrade slots (Efficiency / Owner Relief / Reach / Ascension) reduce or fully cancel that cost. - Dedicated GUI with owner, tier, protection state, cleanse state and fuel gauge; translucent dome render, region border particles and a locator ping. - One Sanctuary per player by default across all dimensions. **Creative Sanctuary** block added for testing and pack authors — instantly Tier IV with a radius slider (16–256). ### Added — spells - **Dispatcher Grasp** (1.4.8) — the mod's first channelled spell. Pins a Dispatcher's claw on your target; both of you are rooted while the grip holds, the claw grinds the target down, and below a health threshold it is torn apart through the real damage pipeline so parasites get their proper death animation. Players are immune to the execute. Costs mana per second. - **Summon Light Bomber** (1.4.8) — flying bomber minion whose AI is transcribed from the SRP mob itself, with a friend-or-foe filtered bomb that never leaves a toxic cloud and never uses a real explosion. ### Added — other content - **Sentient Codex** enchantment (native port of UniqueEnchantments' Grimoire): treasure-only, raises the level of every other enchantment on the item as your XP level grows, with owner binding, an anvil lock, and Ashen Legacy drop protection. Retuned to be roughly 70% slower than the original. - **Corrupted Sapling** health now scales with the SRP evolution phase, and planting is blocked entirely at phase 0 (the seed is no longer wasted). - Sim Wizard hardened so it can never be treated as a player ally. ### Fixed - **Ars Magica 2 compatibility**: AM2's spell-veto system was silently blocking most Sim Wizard and Sentinel casts and occasionally deleting their summons. Legitimate vetoes are still honored; only AM2's false-positive burnout check is overridden. - **EntityTracker concurrency crash** (`Exception in server tick loop`) when running with EntityThreading — fixed, and now lives in **SRP&Wiz Core**. - **`MixinLocale`** finally applies: it was shadowing a package-private field through an alias, which newer Mixin/CleanMix builds reject. The Reskillable trait-name overrides that depended on it now work. - Sanctuary: cleanse chunk-loading guarded, per-tick stall/resume message spam latched, biome reset now covers the whole dome instead of stopping at 48 blocks, obsidian-tier durability and a slider max-radius bug corrected, Nexus recipe registered before the SRPextra early-return. - `Purifying Pulse` now also cleanses SRP node cores (biome heart, colony heart, node relay). ### Changed - Purge Fire now deals a percentage of max health in addition to flat damage (percentage default lowered from 5% to 1% after testing). - Sanctuary tiering reworked from a pyramid scan to the lure-ritual progression; the pyramid tunables are gone from the config. - The legacy emerald Nexus recipe was dropped in favour of the current one (Necromancy Runestone included). ### Housekeeping - Repository restructured into a Gradle multi-project build so the three mods share one source tree. `insanetweaks` keeps its modid, group and every registry name — nothing save-facing changed.
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SRP&Wizardry InsaneTweaks 1.2.0

1.2.0
19 июл. 2026 г.76Minecraft: 1.12.2forge
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## v1.2.0 - **feat:** new SRP Compatibility module for Scape and Run: Parasites 1.10.7 - protects Beckons/Nexuses from the over-population cull, fixes per-dimension starting evolution points not applying, adds per-dimension mob cap multipliers, and optional diagnostic logging. All fixes are config-gated and **off by default**. - **fix:** the NPC cast veto arbiter (Ars Magica 2 workaround) now also honors EBW's Arcane Jammer potion and MorphSpellPack's Lich veto, closing a gap where those legitimate vetoes could have been wrongly overridden. - **fix:** Bauble Fruit slot desync - extra bauble slots now sync to the client properly via BaublesEX's helper, fixing a potential inventory desync after eating a fruit.
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SRP&Wizardry InsaneTweaks 1.1.1

1.1.1
17 июл. 2026 г.43Minecraft: 1.12.2forge
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-MAAANY CHANGES/BUGFIXES/FEATURES -Better Thrall - Better Assimilated Wizard - Bubble fruits - possible to gain with srparasites and enigmaticlegacy installed
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SRP&Wizardry InsaneTweaks 1.0.23

1.0.23
29 апр. 2026 г.672Minecraft: 1.12.2forge
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Few Thrall minions fixes and performances, mineshaft and wooductting modes should work perfectly, rest are in  experimental phase
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SRP&Wizardry InsaneTweaks 1.0.22

1.0.22
22 апр. 2026 г.51Minecraft: 1.12.2forge
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-Testing new spell inspired by "minions" atomicstrikers  -few experimental spells/entities -few fixes
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SRP&Wizardry InsaneTweaks 1.0.21

1.0.21
14 апр. 2026 г.51Minecraft: 1.12.2forge
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Sentient Spellblade - replaced Awaken Virulent with new "Fleshbound" property, you cannot be disarmed or drop weapon in fight that easly (cooldown and small killthreshold after you die) fixed spaghetti tooltip code for all gear's
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SRP&Wizardry InsaneTweaks 1.0.20

1.0.20
12 апр. 2026 г.33Minecraft: 1.12.2forge
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ARMOR REWORK!Current Living/Sentient battlemage armor was transfered into Living/Sentient warlock armor. Same properties, now inherits from WarlockArmorItem class, also added compatybility with Living/Sentient aegis and spellblade New Sentient/Battlemage armor - better protection, posses pretty much the same adaptation system as native srparasites living/sentient armor, + some Wizardry benefits Further Corail's Tombstone tweaks Fixes
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SRP&Wizardry InsaneTweaks 1.0.19

1.0.19
11 апр. 2026 г.29Minecraft: 1.12.2forge
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-FIxed ZhonyaArtefact -Parasite shroud fixes  -Optimalization fixes -Crash fixes -Small balanced changes
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SRP&Wizardry InsaneTweaks 1.0.18

1.0.18
9 апр. 2026 г.38Minecraft: 1.12.2forge
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CHANGED ARCANE ADAPTATION SYSTEM now its in shape of Wand Uprade. You can craft wand upgrade for ANY wand to cast Abomination spells - Assimilated warfare skill mini-rework -new spells -new usefull artifact -Few fixes - Added further tweaks for Corail's Tombstone mod (disabled by default) -Stable (i think) Feedback is welcomed :)
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SRP&Wizardry InsaneTweaks 1.0.17

1.0.17
7 апр. 2026 г.41Minecraft: 1.12.2forge
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SRP&Wizardry InsaneTweaks 1.0.16

1.0.16
2 апр. 2026 г.22Minecraft: 1.12.2forge
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-many changes -check out new description
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SRP&Wizardry InsaneTweaks 1.0.15

1.0.15
1 апр. 2026 г.22Minecraft: 1.12.2forge
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-Added summon primitive_summoner -many fixes - skilltree reworked - -added experimental wands
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SRP&Wizardry InsaneTweaks 1.0.12

1.0.12
31 мар. 2026 г.21Minecraft: 1.12.2forge
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-Fixing interaction beetween all ebwiazdry summons and Enigmatic legacy cursed ring, probbably also for mods that changes mob's behavoiur like specialai - now YOur summons wont attack you added 2 new spells. summon primitive yelloweye, summon ferral cow few fixes New skills, mainly skills for SRP - -Buff for native golden osmosis skill and safe port skill  new trxtures for swords WOULD LOVE TO GET SOME FEEDBACK I PLAN TO ADD ASSIMILATED DRAGONS FROM ICE AND FIRE IN THE FUTURE
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SRP&Wizardry InsaneTweaks 1.0.11

1.0.11
30 мар. 2026 г.37Minecraft: 1.12.2forge
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CUSTOM TRAITS OFFICIALLY IMPLEMENTED BUT MODULE IS TURNED OFF BY DEFAULT WARNING for poeple that already use reskillable: im changing reskillable.cfg your "items lock" are being copied to new config, aswell as auto-backup. But i recommend to do another backupp anyway USE AT YOUR OWN RISK. -Traits being reworked and adjusted -Fixes I would really like to get some feedback :(