Spore Cannons: Cryogenic Arsenal

Contain. Freeze. Reclaim. Cryogenic artillery, specialized ammunition, and Create-powered WHITEOUT technology for Fungal Infection: Spore.
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Spore Cannons 4.3 — The Blue Boundary

File namesporecannons-4.3.0.jar
Uploader
ELVOUXELVOUX
Uploaded
Sep 24, 2026
Downloads
42
Size
4.0 MB
Mod Loaders
NeoForge
File ID
8965876
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:spore-cannons-cryogenic-arsenal-1704370:8965876"

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What's new

Spore Cannons: Cryogenic Arsenal 4.3.0

WHITEOUT Containment Update

Version 4.3 turns the Cryogenic Containment Projector into a configurable base-defence system and gives its protected area a complete visual identity.

Projector field modes

  • Added two selectable field shapes: Radial Mode and Wall Mode.
  • Radial Mode projects a spherical suppression field around the Projector.
  • Wall Mode creates an oriented, three-block-deep perimeter field following the direction of the placed machine.
  • Players, mobs and projectiles can pass through both field types; the fields suppress parasites, remove infection signals and reclaim infected terrain.
  • Wall Mode spans 1.5 times the comparable radial diameter and consumes 25% more coolant.
  • Wall height now scales smoothly through 9 / 12 / 18 / 32 blocks at 32 / 64 / 128 / 256 RPM.
  • The selected mode is saved with the Projector and may be changed while the machine is running.

Base-scale maximum power

  • Radial field radius now scales through 12 / 16 / 24 / 64 blocks at 32 / 64 / 128 / 256 RPM.
  • Maximum-speed coolant consumption increased to 4x.
  • Projector stress impact increased to 48, producing a 12,288 SU load at 256 RPM.
  • The Projector interface now displays its effective geometry and current coolant-consumption multiplier.

New containment-field visuals

  • Added a layered translucent cryogenic surface for both Radial and Wall fields.
  • Added slow animated ice flow, breathing intensity, activation pulses and nearby snow traces.
  • Added a cyan-white energy beam beginning inside the active Projector core and ending below the field boundary.
  • Field textures repeat in world space, preventing large domes and walls from looking excessively stretched.
  • Field surfaces are visible from both inside and outside the protected area.
  • Fields now remain visible when the Projector itself is behind the camera or outside the current chunk frustum.

Performance and accessibility

  • Added Off / Low / Normal / High client quality settings for containment effects.
  • Photosensitive Mode uses a restrained line-only visualization without the bright shell, beacon or ambient snow traces.
  • Removed the abrupt low-poly transition when crossing the field boundary.
  • Reduced transparent overdraw and enlarged the animated ice pattern for better performance and long-distance readability.
  • Field rendering uses a stable base mesh, distance culling and a global detail budget.
  • Normal and High may add one smoothly fading detail layer; Low renders only the base surface.
  • Increasing RPM changes field size without increasing mesh complexity.
  • Visual settings remain client-side and never alter containment mechanics.

Guidance and validation

  • Updated the Projector Ponder tutorial for field selection, RPM scaling, stress, coolant cost and Wall Mode geometry.
  • Updated all new interface and tutorial text in the nine supported languages.
  • Expanded automated tests for field geometry, orientation, persistence, RPM anchors, coolant consumption and Wall Mode boundaries.

The field is larger. The ice is moving. CDU VII still does not exist.