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:
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.