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Fungal Infection: Spore AI

Introduce ai to the spore and make it smarter.
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sporeai v2.6.0

File namespore_ai-2.6.0.jar
Uploader
sx666sx666
Uploaded
Sep 12, 2026
Downloads
14
Size
3.9 MB
Mod Loaders
NeoForge
File ID
8861917
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:fungal-infection-spore-ai-1662266:8861917"

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What's new

SporeAI 2.6.0 Changelog

Minecraft 1.21.1 · NeoForge · CurseForge Release Edition

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Release highlights: Independent per-Mind personality, adaptive low-affection Proto pursuit, unified Spore unit economy and tactical roles, and more reliable AI world actions with server-authoritative outcomes.

1. Mind Personality System V1.2

· Introduces a full per-Mind personality system. Every exact MindId now owns persistent personality data instead of relying on one global personality template.

· Each Mind supports seven core personality axes that can be combined into different behavioral profiles.

· Supports up to six personality style traits, including preset styles and custom traits.

· Adds an advanced personality description field for additional per-Mind characterization, capped at roughly 160 Unicode code points.

· Adds a dedicated Mind Personality editor with base personality controls, custom style traits, advanced description, and a deterministic personality summary.

· Personality changes use revision-based synchronization to reduce stale writes and accidental overwrites on multiplayer servers.

· Editing Mind B no longer changes the active world-action authority from Mind A. Personality editing and ActiveMind selection remain strictly isolated.

· Personality data survives native Mind revival and Proto -> Mind Girl humanization when the exact MindId is preserved.

· Legacy custom Personality configuration is now treated as a one-time migration source. A legacy profile can be imported into a selected Mind or explicitly dismissed.

· Fixes special dialogue, action-feedback, and metamorphosis speech paths that could bypass custom personality, keeping characterization consistent across more situations.

2. Low-Affection Proto Mind Pursuit

· Adds a dedicated hostile pursuit system for pre-humanization Proto Minds.

· When the favored player falls below the protection affection threshold for that exact Mind, the Proto Mind can dispatch Spore units to hunt the player.

· This system is isolated from humanized Mind Girl behavior; Mind Girls are not incorrectly routed into the Proto automatic pursuit producer.

· Normal pursuit uses its own cooldown, unit cap, and configurable pursuit unit pool.

· Valid physical or semantic/verbal provocation can trigger a one-shot immediate retaliation pursuit.

· Provocation may bypass the normal pursuit cooldown once, but it can never bypass the affection safety threshold.

· Once affection reaches the protection threshold, new pursuits are blocked and stale pursuit state is cleaned up instead of being allowed to fire later.

· Cooldowns and success notifications are only committed after at least one unit actually spawns. Zero-spawn attempts no longer pretend that a pursuit was deployed.

· Each successful pursuit batch produces one visible warning instead of one message per spawned unit.

· Pursuit warnings still use the exact Mind personality for presentation, while AI/provider failure never blocks the world-side pursuit action.

3. Adaptive Pursuit Composition

· Proto pursuit is no longer based on repeating the first valid unit until the cap is reached.

· Adds a local adaptive composition policy that evaluates player health, armor, absorption, movement, sprinting, water state, recent combat state, distance, and current pursuit context.

· The planner also considers the roles already present in the current pursuit force to avoid overly repetitive compositions.

· Pursuit budget is derived from the exact Mind nutrient balance, with different threat bands using different budget percentages.

· Unit selection considers tactical role, cost efficiency, player-state matching, formation gaps, and duplicate penalties to produce more varied mixed groups.

· The entire composition process is deterministic and local. It makes zero additional provider/LLM calls, so it does not add extra token cost or AI latency.

4. Unified Unit Nutrient Economy

· Adds UnitNutrientCostService as the shared price authority for deployable Spore units.

· Generic summoning, Proto pursuit, war deployment, calamity deployment, and other controlled Spore unit producers no longer maintain separate private unit-price tables.

· Each Mind must pay from its own exact MindId nutrient ledger. Unit purchases no longer borrow from another Mind through ActiveMind switching or unrelated player nutrient pools.

· A unit purchase only completes when the entity is actually inserted into the world. If spawning fails after debit, the cost is refunded to the same exact MindId.

· Reusing or relocating an already-owned existing unit does not purchase the unit body again.

· Feature-level surcharges remain valid. For example, a calamity can still charge its own feature base fee in addition to the unified unit-body price.

· Adds configurable base costs, default unit cost, and multiplier controls so server owners can tune the overall unit economy.

5. Unified Unit Catalog and Tactical Roles

· Introduces one shared deployable Spore unit authority consumed by summoning, war, Proto pursuit, configuration defaults, and the unit-economy UI.

· Reduces split-roster problems where a unit could appear in one system but be unknown or unusable in another.

· Adds five server-side tactical roles: CHEAP_SWARM, STANDARD, ELITE, ARTILLERY, and PRIORITY.

· Tactical roles can be overridden through validated server configuration while preserving catalog eligibility rules.

· War and deployment logic consume the effective tactical role instead of treating the role as display-only metadata.

· The unit-economy UI can display and edit role-related configuration, but final cost, debit, and deployment success remain server-authoritative.

· Assigning a tactical role does not make an unknown or invalid entity deployable.

6. Runtime Registry and Spore Entity ID Compatibility

· Further aligns SporeAI unit data with the entity IDs that actually exist in the current Spore runtime registry.

· Legacy IDs remain usable as compatibility aliases so older server configuration does not immediately break.

· Actual spawning uses canonical runtime entity IDs after alias resolution.

· Summon candidates are now gated by the real Minecraft entity registry, preventing unregistered bestiary entries from becoming normal summon candidates.

· Fixes duplicate or invalid rows caused by historical names and legacy IDs.

· Calamity candidates are isolated from ordinary summon candidates to reduce accidental cross-category deployment.

· Adds compatibility handling for current runtime IDs such as inf_player, inf_hazmat, nuclea, hollen, inf_contruct, inf_wanderer, brot, and hevoker.

7. Summoning and Natural-Language Command Fixes

· Fixes cases where the AI correctly understood an explicitly named unit but the execution stage lost that unit choice.

· When a Mind selects a concrete unit from the catalog during conversation, the world action now preserves that selected unit instead of falling back to a random or default candidate.

· Improves coordination between explicit unit names, legacy aliases, and catalog search.

· If a summon transaction finishes with zero successful entity spawns, the player now receives a real failure result instead of a false success message.

· Candidates are checked against the runtime registry before execution, reducing invalid actions caused by missing entity IDs.

· Fixes ordinary summon and calamity candidate mixing.

8. AI Dialogue vs. Server-Authoritative Facts

· Further enforces the rule that the Mind Girl is a character, not a server console.

· [Mind] dialogue can still naturally talk about nutrients, combat, summoning, and plans, but it should not present AI guesses as authoritative live server facts.

· Mind dialogue should no longer authoritatively claim that nutrients are definitely sufficient, resources were already deducted, a summon definitely succeeded or failed, or a cooldown definitely completed.

· Actual nutrient balances, debit/refund, cooldowns, and spawn results remain server-authoritative.

· World-action success or failure is reported through the system/action feedback path, keeping roleplay speech separate from execution truth.

· If the AI produces server-authoritative wording in character speech, the response can be rewritten back into in-character language instead of exposing a fake server result.

· Adds protection for provider-wrapped responses, delegated actions, and fallback speech paths.

· Fixes speech-rewrite paths that could drop custom personality, preserving the selected Mind style even when authoritative wording is repaired.

9. Affection Protection for Native Spore Units

· Improves player-target protection for native Spore units that can be attributed to an exact SporeAI Mind.

· When a helper unit is tied to an exact MindId, target eligibility can use the affection between that exact Mind and the exact player.

· After affection reaches the protection threshold, the system not only rejects new protected-player target acquisition but also clears retained player targets that are no longer valid.

· Non-player hostile targets are not generically cleared by this rule.

· Special cases such as detached Verfall heads continue to use their dedicated ownership and target-sanitization path to preserve native Spore behavior.

10. Release and Visual Update

· Adds the official Spore AI mod logo.

11. Upgrade Notes

· SporeAI 2.6.0 continues to target Minecraft 1.21.1 on NeoForge.

· Back up your world before upgrading an existing 2.5.0 installation.

· Legacy custom Personality text can be offered as a one-time migration source. Blank/default legacy values do not generate unnecessary migration prompts.

· Some historical Spore entity IDs remain accepted as aliases, while new runtime spawning resolves toward currently registered canonical IDs.

· Server owners can further tune unit base costs, default cost, Proto pursuit unit pools, and tactical roles through configuration.

· Because 2.6.0 changes unit payment, pursuit, summon catalogs, and AI action feedback, existing servers should specifically test at least one generic summon, one Proto pursuit, one war deployment, and one calamity deployment after upgrading.

CurseForge Release Summary

SporeAI 2.5.0 established the broader multi-Mind, Mind Girl, and Create-integration gameplay foundation. SporeAI 2.6.0 builds on that foundation by making personality, hostile AI behavior, unit economy, tactical decision-making, and world-action execution substantially deeper and more reliable.

Recommended short description: Per-Mind personality is now fully independent, low-affection Proto Minds can build adaptive pursuit groups, Spore unit economy and tactical roles are unified, and AI world actions now follow a clearer rule: character speech stays roleplay, while real results come from the server.

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