Spore:SRP!

This mod introduces several new mechanics to Fungal Infection: Spore, drawing inspiration from SRP while also featuring original designs, all aimed at ramping up the survival challenge.

SporeSRP Mod Configuration – Full Feature Guide v1.2.0

This document explains every system controlled by sporesrp-common.toml – covering Evolution, Adaptation, Support, Conversion, Ecosystem, Mound, Tracking, Infected Biome, Skills, and more.

Important: This mod will attempt to read and modify the configuration file sporeconfig.toml of the Fungal Infection: Spore mod. Please ensure that this file exists. The modification is performed only once during the first installation; a backup of the original file is created. If you later manually change the modified lines and wish to revert to the pre‑modification state, delete the marker file sporesrp_mound_modified.marker.


1. Global Setting

Setting Description
eternalNightAfterPhase6 When evolution phase reaches 6, the world time is permanently locked to night (eternal night).

2. Evolution System

Accumulate “evolution points” by killing/converting entities to advance through phases; all mob attributes scale accordingly.

Setting Description
phaseThresholds Point thresholds for each phase (11 phases, 0–10)
healthMultipliers Health multiplier per phase (1.0 at phase 0, increasing)
attackMultipliers Attack multiplier per phase
speedBonuses Flat speed bonus per phase
armorBonuses Extra armour points per phase
knockbackResist Knockback resistance (0.0–1.0) per phase
phaseUpgradeCooldownSeconds Cooldown (in seconds) before the next phase upgrade can occur, even if points are sufficient. Index 0 for phase 0→1, index 9 for phase 9→10. Each upgrade only advances one level at a time.

Higher phases make mobs tougher, but also reward more points and challenge. The cooldown prevents rapid phase skipping.


3. Mob Pools

Lists of entities that can be randomly selected for each rank:

  • small – Infected humans, villagers, witches, etc.
  • medium – Knights, spitters, stalkers, brutes, mounds, reconstructors, vigils, usurpers, vervas, etc.
  • large – Wendigo, inquisitor, ogre, proto, etc.
  • boss – Sieger, Gazenbreacher, Hindenburg, etc.
  • organoids – Special entities (Mound, Reconstructor, Vigil, Usurper, Braurei, Delusioner, Verva, Hivetumor, Proto) excluded from certain conversion mechanics.

4. Conversion System

Converts low‑health vanilla/other mobs into spore creatures.

Setting Description
enableConversion Enabled (true)
smallMaxHp / mediumMaxHp / largeMaxHp Max HP thresholds – only mobs below these can be converted
hpThresholdFactor HP threshold = phase × factor (0.1)
baseFactor Conversion chance = phase × factor (0.05)
maxChance Maximum conversion chance (50%)
maxAttempts Max attempts to pick a random entity from the pool (5)

5. Adaptation System

Mobs gradually gain damage reduction against the damage type they receive.

Setting Description
enableAdaptation Enabled (true)
reductionPerHit Reduction added per hit (e.g., 0.05 = 5%)
baseImmunity Base reduction cap at phase 0 for each rank (Small→Boss: 0.05→0.2)
finalMaxReduction Final reduction cap at max phase (Small→Boss: 0.7→1.0)

6. Support System

Mobs have a chance to call reinforcements when killed or injured.

Setting Description
enableSupportSystem Enabled (true)
supportBaseChance Base trigger chance at phase 0 (5%)
supportPhaseIncrement Extra chance per phase (+2%)
supportLevelMultipliers Rank multipliers (Small→Boss: 1.0→1.5)
supportMoundChance Chance to summon a Mound (30%)
supportSameLevelChance Chance to summon same rank mob (20%)
supportSecondLowerChance Chance to summon a second mob of one rank lower (30%)
supportScentChance Chance to summon a Scent (20%)
supportCooldownSeconds Cooldown after each trigger (25s)
supportMinSpawnDistance / supportMaxSpawnDistance Spawn distance range (10–15 blocks)

7. Ecosystem Conversion

Spore mobs actively convert nearby blocks into infected variants.

Setting Description
enableEcosystemConversion Enabled (true)
conversionIntervalTicks Interval between conversion attempts (100 ticks = 5s)
conversionBaseRadius Base radius (3 blocks)
conversionRadiusPerPhase Extra radius per phase (+2 blocks)
conversionChance Chance per attempt (30%)
maxBlocksPerBiome Max blocks converted per mob per attempt (10)
globalLimitPerTick Global max blocks converted per tick (10)
conversionMappings Block mappings (e.g., grass→mycelium, stone→infested_stone)

8. Mound System

Mounds are naturally spawned, upgradable structures that serve as spore outposts.

Setting Description
enableMoundSystem Enabled (true)
spawnIntervalTicks Check interval for natural spawn (100 ticks)
spawnBaseChance Base spawn chance at phase 0 (2%)
spawnPhaseBonus Extra chance per phase (+1%)
spawnRadius Detection radius for existing Mounds (16 blocks)
spawnMaxPerTick Global max Mounds spawned per tick (2)

9. Tracking System

Setting Description
enableTracking Enabled (true) – gives players a “marker” effect to track targets
maxMarkerAmplifier Maximum marker amplifier level (10)

10. Infected Biome System

Proto and Mound entities expand infected biomes.

Parameter Proto Mound
Initial radius 30 blocks 15 blocks
Radius increment per expansion 10 blocks 5 blocks
Maximum radius Unlimited 40 blocks
Expansion interval 5 minutes 5 minutes
Vertical height 30 blocks total (centred on entity Y) same
maxCommandsPerTick Max 20 fillbiome commands per tick to prevent lag

11. Evolution Points

Point gains and penalties:

Source Points
Kill/convert a mob Target max HP × killPointMultiplier (1.0)
Proto every 30s +1500
Mound every 30s +30 × moundLevelPointMultipliers (multiplier depends on Mound level: 1.0, 1.5, 2.5, 4.0 for levels 1–4 respectively)
Small spore death –10
Medium spore death –40
Large spore death –150
Boss spore death –600
Proto death (extra) –5000
Mound death –250
Biome conversion (per new chunk) +80

12. Mound Support (Level‑based Reinforcements)

Mounds automatically summon reinforcements based on their level (1–4).

  • levelUpIntervalTicks – Upgrade interval (6000 ticks = 5 minutes)
  • scanIntervalTicks – Scan interval for checking conditions (40 ticks) – even if cooldown is over, the mound won't scan every tick.
  • supportConfigs – Format per level:
    level:range:minSmall:maxSmall:minMedium:maxMedium:cooldownSeconds:spawnScent(0/1)
    Examples:
    • Level 1: range 15, no small/medium, cooldown 250s, spawns Scent
    • Level 2: range 20, 1–2 small, cooldown 15s, no Scent
    • Level 3: range 30, 1–3 small + 1 medium, cooldown 15s
    • Level 4: range 40, 2–3 medium, cooldown 15s

13. Proto‑marked Mounds

Proto entities actively mark and maintain a set number of Mounds.

Setting Description
enabled Enabled (true)
checkIntervalTicks Check interval (100 ticks)
moveIntervalTicks Relocation interval (6000 ticks = 5 minutes)
targetCount Target number of marked Mounds (5); if below, spawn new ones
minDistance / maxDistance Distance range for spawning/relocating (32–128 blocks)

14. Proto Skills

Proto possesses five active skills, with a dynamic behaviour switch based on the number of nearby large‑pool mobs.

Skill Description
Skill 1 – Move Mound Cooldown 100 ticks; moves a marked Mound to a random position 15–25 blocks away.
Skill 2 – Reinforce Vervas (low count) Checks every 20 ticks; if the number of nearby large‑pool mobs is below skill2TargetCount (3), spawns Vervas within 64 blocks (cooldown 40 ticks).
Skill 3 – Mass Verva spawn (low count) Cooldown 200 ticks; spawns 1–2 Vervas per location at multiple random positions (min 1, max 2).
Skill 4 – Delusioner spawn (high count) When the large‑pool mob count reaches or exceeds largePoolThreshold (7), Proto switches to this skill (replacing skills 2 & 3). Cooldown 200 ticks; spawns Delusioners within 16 blocks, checking for existing Delusioners in a 64‑block radius.
Skill 5 – Reconstructor spawn Cooldown 300 ticks; if no boss is detected within 128 blocks, spawns 2 Reconstructors within 16 blocks.

The threshold (largePoolThreshold) determines whether Proto uses the Verva‑focused skills (2 & 3) or switches to spawning Delusioners (skill 4), allowing adaptive responses to the local mob population.


SporeSRP - Features Documentation

Commands

/sporesrp difficulty <mode>

Switch the global difficulty of the SporeSRP mod. This affects the attribute bonuses applied to all infected entities based on the current evolution phase.

Available Modes:

Mode Multiplier Description
simple 0.5 Reduced difficulty. Infected entities gain only 50% of the normal phase bonuses. Recommended for casual play or learning the mod. (Default)
normal 1.0 Standard difficulty. Infected entities gain 100% of the phase bonuses as configured. The intended balance point.
hard 1.3 Increased challenge. Infected entities gain 130% of the normal phase bonuses. Recommended for experienced players.
nightmare 1.7 Extreme difficulty. Infected entities gain 170% of the normal phase bonuses. Only for the most hardened survivors.

Effect on Attributes:

The difficulty multiplier affects the bonus portion of attributes only. Base values remain unchanged, meaning:

Final Value = Base Value + (Base Value × (Phase Multiplier - 1) × Difficulty Multiplier)

For example, a zombie with 20 base health at Phase 1 (1.2x health multiplier) on Hard mode (1.3x difficulty) will have:

Final Health = 20 + (20 × 0.2 × 1.3) = 25.2 ❤️

Affected Attributes:

  • Health (Max Health)
  • Attack Damage
  • Movement Speed
  • Armor
  • Knockback Resistance

Usage Example:

/sporesrp difficulty hard

Notes:

  • Difficulty changes take effect immediately for all existing infected entities.
  • Difficulty data is saved per world and persists across server restarts.
  • Requires operator permissions (OP level 2).

Enchantments

1. Fungal Bane

"A blade honed against the fungal scourge."

Property Value
Applicable To Swords, Axes
Max Level V (5)
Rarity Uncommon
Effect Increases damage against fungal (Spore) entities. Ignores armor.

Damage Per Level:

Level Extra Damage
I +2.5
II +5.0
III +7.5
IV +10.0
V +12.5

Conflicts With:

  • Sharpness
  • Smite
  • Bane of Arthropods

Mechanics:

  • Damage is added after armor reduction, effectively ignoring the target's armor.
  • Only affects entities from the spore mod namespace.
  • The extra damage is unaffected by the target's armor value.

In-Game Description:

"Increases damage against fungal enemies. Ignores armor."


2. Frost Aspect

"The chilling touch of eternal winter."

Property Value
Applicable To Swords, Axes
Max Level V (5)
Rarity Uncommon
Effect Applies Frostbite effect on melee hit.

Effect Duration & Amplifier:

Level Frostbite Duration Frostbite Amplifier
I 6 seconds I
II 8 seconds I
III 10 seconds II
IV 12 seconds II
V 14 seconds III

Frostbite Effect (from Spore mod):

  • Deals damage over time to infected entities.
  • Crucially: Entities with Frostbite cannot use the Adaptation system (damage resistance) from SporeSRP.

Conflicts With:

  • Fire Aspect

Mechanics:

  • Each melee hit applies Frostbite with the duration and amplifier determined by enchantment level.
  • The Frostbite effect is applied after the hit lands.
  • Frostbite damage over time is handled by the Spore mod's native mechanics.

In-Game Description:

"Applies frostbite on melee hit."


3. Frost Shot

"Frozen arrows that carry winter's wrath."

Property Value
Applicable To Bows, Crossbows
Max Level V (5)
Rarity Uncommon
Effect Arrows apply Frostbite effect on hit.

Effect Duration & Amplifier:

Level Frostbite Duration Frostbite Amplifier
I 6 seconds I
II 8 seconds I
III 10 seconds II
IV 12 seconds II
V 14 seconds III

Frostbite Effect (from Spore mod):

  • Deals damage over time to infected entities.
  • Crucially: Entities with Frostbite cannot use the Adaptation system (damage resistance) from SporeSRP.

Conflicts With:

  • Flame (Bow) / Fire Aspect

Summary

SporeSRP creates escalating survival pressure and territorial expansion through layered mechanics: evolution, adaptive resistance, reinforcements, terrain conversion, outpost building, and a versatile Proto AI with five distinct skills. Almost every value is configurable, making it easy for pack developers to fine‑tune difficulty.

The Spore:SRP! Team

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