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Fungal Infection: Spore AI

Introduce ai to the spore and make it smarter.
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spore_ai-2.7.0.jar

File namespore_ai-2.7.0.jar
Uploader
sx666sx666
Uploaded
Sep 20, 2026
Downloads
152
Size
4.5 MB
Mod Loaders
NeoForge
File ID
8930382
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:fungal-infection-spore-ai-1662266:8930382"

Learn more about Curse Maven

What's new

SporeAI 2.7.0

Minecraft 1.21.1 · NeoForge · Java 21

This update improves multi-mind warfare, unit ownership, core recovery, calamity cultivation, and UI scaling, with additional controls to reduce unnecessary AI usage.

Mind Identity & Dialogue

  • Improved dialogue context to distinguish the player, the speaking Mind, and the actual attacker, reducing mistaken identity during combat.

  • Preserved each Mind’s custom personality and individual memory.

  • Fixed offspring ownership inheritance so units receive their parent’s Mind affiliation before entering the world.

  • Improved metamorphosis safeguards to prevent duplicate cores while a Mind’s body is unloaded or undergoing transformation.

Core Recovery

  • Improved tracking of brain remnants for each individual Mind and recovery attempt.

  • When remnants are destroyed or cannot satisfy native recovery requirements, recovery can transition to the existing fallback process.

  • Fixed several issues involving tumor maturation, core replacement, and interference from nearby Minds.

  • Recovery now completes only after the replacement core successfully enters the world.

  • Recovery countdowns reflect actual tumor growth rather than assuming unloaded entities continue progressing.

  • Added an administrator recovery command:
    /sporeai recover <name | short ID | full MindId>

    Requires permission level 2 and an eligible target. It does not reset remaining lives or bypass permanent death and metamorphosis restrictions.

Warfare & Nutrient Recovery

  • Autonomous combat now prioritizes enemy units and frontline objectives more consistently, reducing constant direct attacks on cores.

  • Autonomous core assaults use a configurable timing window: 30 seconds every 180 seconds by default.

  • Proto cores take 40% of normal damage from qualifying Spore attacks by default. This is configurable and does not provide general immunity against players or environmental damage.

  • Added nutrient absorption from qualifying enemy unit kills:

    • 5 nutrients per kill by default.

    • 100 nutrients per Mind per fixed 60-second period by default.

  • Rewards belong to the attacking unit’s Mind. Player deaths, Mind cores, and duplicate death notifications do not grant absorption rewards.

  • Absorption limits persist across saves.

Calamity Cultivation

  • Starting a Calamity Womb requires 2,000 nutrients by default, with a configurable threshold.

  • This threshold is a starting requirement, not the total cultivation cost. Growth continues to consume nutrients.

  • When nutrients run out, unpaid growth pauses while preserving the Womb and its existing cultivation progress.

  • Eligible autonomous cultivation decisions use the corresponding Mind’s AI. With War AI disabled, a compact decision request uses that Mind’s configured model.

  • Server-side checks still enforce ownership, nutrients, cooldowns, and recovery restrictions after AI approval.

War AI & Token Usage

  • External War AI strategy is disabled by default. Local conflict systems and the enabled war theater can continue without it.

  • Reduced unnecessary requests through compact context, event batching, valid-plan reuse, and retry backoff.

  • Default strategy budgets per Mind, per rolling hour of game time:

    • 12 strategy requests

    • 24,000 tokens

  • When the budget is exhausted, valid existing plans or local fallback behavior remain available.

Enabling War AI can significantly increase API costs. These budgets apply to the war strategy system—not the entire mod or your provider’s total bill. Disabling War AI does not disable ordinary chat, event dialogue, or other independent AI features.

UI & Mind Girls

  • War Overview now identifies both participating Minds and the current mode, with campaign selection and automatic/manual refresh.

  • Tracking respects target visibility and player permissions, and is disabled when no valid target is available.

  • Improved six configuration and management screens for different window sizes and GUI scales, including x2/x3.

  • Improved click detection, dragging, clipping, and tooltip positioning on scaled screens.

  • Unsaved form contents are preserved when resizing the window.

  • Retained individual Mind reply colors and fixes for background blur obscuring text.

  • Armed Mind Girls now attempt to approach obstructed targets.

  • Improved weapon switching with full inventories to preserve held items and avoid unnecessary stationary attack behavior.

Upgrade Notes

  • Back up your world and configuration before updating.

  • Use the same SporeAI version on the client and server.

  • Remove the previous SporeAI jar before installing this version.

  • Native compatibility was checked against Spore 2.2.0j. Patchouli is required for the in-game guide; Create and TACZ remain optional integrations.

Validation: Full local build passed, with 2,297 tests passing.

Some intermittent unarmed Mind Girl movement issues and recovery cases involving genuinely unowned tumors still require further investigation. Dialogue improvements reduce identity mistakes but cannot guarantee that an AI model will never misidentify a character.

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