Spore Cannons: Cryogenic Arsenal

Contain. Freeze. Reclaim. Cryogenic artillery, specialized ammunition, and Create-powered WHITEOUT technology for Fungal Infection: Spore.
Back to Files

Spore Cannons 4.2 — Cold Logistics

File namesporecannons-4.2.0.jar
Uploader
ELVOUXELVOUX
Uploaded
Sep 24, 2026
Downloads
17
Size
3.9 MB
Mod Loaders
NeoForge
File ID
8963065
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:spore-cannons-cryogenic-arsenal-1704370:8963065"

Learn more about Curse Maven

What's new

Spore Cannons: Cryogenic Arsenal 4.2.0

Version 4.2 is a complete WHITEOUT visual, machine-feedback and Create-automation refinement update.

Visual Overhaul

  • Reworked the current arsenal item textures, including CDU cores, ammunition, fuzes and engineering components.
  • Replaced the vanilla book appearance of the Whiteout Protocol Field Manual with a dedicated field tablet.
  • Added an animated cryogenic pulse to the charged CDU coolant cartridge.
  • Added an animated radar sweep and intermittent contact signal to the CDU Field Scanner.
  • Added distinct WHITEOUT markings to loaded AP and flak CBC autocannon cartridges.
  • Improved item contrast in the custom creative tab and both machine interfaces.

Refuelling Station

  • Reworked the machine’s textures and functional port layout.
  • Water is supplied through the front Create Fluid Pipe connection.
  • Cryogel is inserted from above.
  • Depleted and charged cartridges are handled through the left and right service bays.
  • Kinetic power remains connected from below.
  • Fixed the charging progress bar briefly flashing back to zero.
  • Automation ports now visually match their real functions.

Containment Projector

  • Reworked the Projector’s frame and core textures.
  • Added separate standby and active visual states.
  • The core remains dark while empty, stopped, depleted or overstressed.
  • The active core lights up with a calm, non-rotating energy pulse while maintaining the containment field.
  • Charged cartridges can be inserted automatically from above.
  • Depleted cartridges can be extracted from any horizontal side.

RPM-Scaled Performance

Both machines still require at least 32 RPM and reach their maximum useful performance at 256 RPM.

Refuelling Station

  • 32 RPM: 1.0× charging speed — approximately 8 seconds.
  • 64 RPM: 1.5× charging speed — approximately 5.3 seconds.
  • 128 RPM: 2.25× charging speed — approximately 3.6 seconds.
  • 256 RPM: 3.0× charging speed — approximately 2.7 seconds.
  • Intermediate RPM values are interpolated smoothly.

Containment Projector

  • 32 RPM: 12-block radius and 0.75× coolant consumption.
  • 64 RPM: 16-block radius and 1.0× coolant consumption.
  • 128 RPM: 24-block radius and 1.5× coolant consumption.
  • 256 RPM: 32-block radius and 2.0× coolant consumption.
  • Intermediate RPM values are interpolated smoothly.
  • Increasing RPM now trades cartridge lifetime for a larger containment area.
  • Stopping or overstressing the network pauses the machine without losing its remaining coolant.

Improved Machine Interfaces

  • Added live charging-speed and estimated cycle-time information to the Refuelling Station.
  • Added live field radius, coolant-consumption multiplier and estimated runtime information to the Projector.
  • Existing RPM, water, progress and coolant tooltips remain available.
  • Machine performance can now be understood directly from the interface.

Complete Create Automation

  • Added support for a fully reusable coolant-cartridge cycle.
  • Depleted cartridges can return to the Refuelling Station through Create logistics.
  • Charged cartridges can then be routed into the Containment Projector.
  • After depletion, cartridges can be extracted and returned to the Station again.
  • Belts, Funnels, Depots, Mechanical Arms and filters remain entirely player-built.
  • The addon exposes standard inputs and outputs instead of creating a proprietary transport system.

Ponder Improvements

  • Added a dedicated coolant-automation scene for the Refuelling Station and Containment Projector.
  • The scene now contains a filled Fluid Tank, connected Fluid Pipe, physical Mechanical Arm and Depot staging points.
  • The Mechanical Arm demonstrates both depleted and charged cartridge movement.
  • Updated machine and kinetic-power scenes to explain RPM-scaled performance.
  • Clarified every machine input, output and shaft connection.

Localization

All new GUI and Ponder content is available in:

  • English
  • German
  • Spanish
  • French
  • Polish
  • Brazilian Portuguese
  • Russian
  • Ukrainian
  • Simplified Chinese

Fixes and Verification

  • Fixed Refuelling Station progress synchronization.
  • Corrected the Station’s duplicated and misplaced connection textures.
  • Corrected Ponder localization and missing scene components.
  • Preserved machine progress and coolant when kinetic power stops or changes.
  • Expanded the automated suite to 30 GameTests.
  • All 30 required GameTests pass in the final release build.

Existing worlds, machines and coolant cartridges remain compatible with version 4.2.0.

This mod has no additional files