SporeSRP Mod – Full Feature Guide v1.7.2
This document explains every system controlled by sporesrp-common.toml – covering Global Setting, Evolution, Mob Pools, Conversion, Adaptation, Support, Ecosystem Conversion, Mound, Tracking, Infected Biome, Evolution Points, Mound Support, Proto‑marked Mounds, Proto Skills, Proto Resurrection, Gastgaber Builder, Full Hivemind, Full Hivemind Skills, Full Hivemind Assault, Purification Battle, and HUD. As well as built‑in commands and enchantments.
Important: This mod will attempt to read and modify the configuration file
sporeconfig.tomlandsporedata.tomlof the Fungal Infection: Spore mod. Please ensure that these files exist. 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 filessporesrp_mound_modified.markerandsporesrp_data_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) – significantly higher for late phases. |
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. 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, husks, drowned, villagers, witches, pillagers, players, hazmat, vindicators, evokers, etc.medium– Knights, griefer, braiomil, busser, thorn, jagd, scavenger, bloater, naiad, leaper, slasher, spitter, volatile, mephitic, gorgon, howler, stalker, brute, nuclea, protector, gargoyle, conductor, chemist, inebriater, saugling, vanguard, reaper, mound, umarmed, usurper, vigil, braurei, verva, delusioner, reconstructor, hivetumor.large– Inquisitor, brot, grober, wendigo, ogre, hvindicator, hevoker, proto.boss– Sieger, howitzer, stahl, hohlfresser, gazenbreacher, kraken, leviathan, hindenburg, verfall.organoids– Special entities (Mound, umarmed, usurper, vigil, braurei, verva, delusioner, reconstructor, proto, hivetumor) excluded from certain conversion mechanics.
4. Conversion System
Converts low‑health vanilla/other mobs into spore creatures.
| Setting | Description |
|---|---|
enableConversion |
Enabled (true) – re‑enabled in this version. |
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) |
moundLevelPointMultipliers |
Point multipliers per Mound level (1–4): [1.0, 1.5, 2.5, 4.0] – actual points = moundPeriodicPoints × multiplier |
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 – include phase‑based multipliers and 60‑second intervals for periodic rewards:
| Source | Points |
|---|---|
| Kill/convert a mob | Target max HP × killPointMultiplier (1.0) |
| Proto every 60s | +1500 (scaled by phasePointMultipliers) |
| Mound every 60s | +30 × moundLevelPointMultipliers (level‑dependent, scaled by phase multipliers) |
| 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 |
Phase Point Multipliers:
phasePointMultipliers = [0.2, 0.2, 0.3, 0.5, 0.7, 1.0, 1.2, 1.3, 1.4, 1.6, 2.0]
These multiply all periodic and kill/convert points based on the current phase – higher phases yield more points.
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 nearby large‑pool mobs < skill2TargetCount (5), spawns Vervas within 64 blocks (cooldown 60 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 large‑pool mob count ≥ largePoolThreshold (7), Proto switches to this skill (replaces 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 Verva‑focused skills or switches to Delusioners – now set to 7.
15. Proto Resurrection (Death Defiance)
When Proto is killed, it can trigger a powerful counter‑attack, reviving itself and rallying nearby allies.
| Setting | Description |
|---|---|
enabled |
Toggle the ability on/off (true by default) |
checkRadius |
Radius (blocks) to count nearby LargePool and Boss mobs (128) |
largePoolThreshold |
Minimum LargePool mobs required to trigger the resurrection (5) |
healthPercent |
Health fraction restored upon revival (0.333 = 33.3%) |
resistanceDuration |
Duration (seconds) of Resistance effect after revival (20s) |
resistanceAmplifier |
Amplifier of Resistance (4 = V) |
moveSpeedMultiplier |
Speed multiplier for recalled allies (1.5) |
pushRadius |
Radius to push away non‑fungal entities upon revival (16 blocks) |
pushStrength |
Knockback strength applied to pushed entities (2.5) |
soundId |
Sound effect played (sporesrp:proto_resurrection) |
Mechanics:
- Upon death, Proto checks for nearby LargePool and Boss entities within
checkRadius. - If the count is at least
largePoolThreshold, Proto revives withhealthPercentof its max health. - Nearby fungal allies are recalled (speed boosted) and non‑fungal enemies are pushed away.
- Proto gains a short duration of high‑level Resistance.
16. Gastgaber → Builder Conversion
A rare transformation of the Gastgaber entity into a Builder, which collects points and constructs structures.
| Setting | Description |
|---|---|
spawnChance |
Probability (0.0–1.0) that a Gastgaber becomes a Builder on spawn – 0.2 (20%) |
collisionRadius |
Detection radius for absorbing nearby small/medium/large mobs (2.0) |
maxPoints |
Maximum points a Builder can store before triggering a structure (100) |
smallPoints / mediumPoints / largePoints |
Points earned for absorbing each rank: 15, 35, 50 respectively |
callInterval |
Interval (seconds) between calling nearby allies (15s) |
callRadius |
Radius in which to call allies (20) |
cooldownSeconds |
Cooldown after building a structure (180s) |
structures |
List of structure file names (without .nbt) to choose from randomly; must be placed in assets/sporesrp/structures/ (e.g., ["overgrown_spawner"]) |
How it works:
- When a Gastgaber spawns, it has a
spawnChanceto become a Builder. - Builders wander and absorb nearby mobs (Small/Medium/Large) to accumulate points.
- Once
maxPointsis reached, they build a random structure from the list, consuming all points and entering cooldown. - They periodically call nearby fungal allies to assist them.
17. Full Hivemind
When enough Proto entities exist and the evolution phase is high, a Full Hivemind can emerge – a superior, unified consciousness commanding the swarm.
| Setting | Description |
|---|---|
minProtoCount |
Minimum number of Proto entities required for transformation (3) |
minPhase |
Minimum evolution phase required (8) |
healthMultiplier |
Health multiplier for the Full Hivemind (1.5) |
armorBonus |
Extra armour points for the Full Hivemind (10) |
Mechanics:
- When the number of Proto entities reaches
minProtoCountand the current phase is at leastminPhase, one Proto will transform into a Full Hivemind. - The Full Hivemind has enhanced health (×1.5) and bonus armour.
- It possesses its own set of skills (see next section), distinct from regular Proto skills.
AI Behavior:
Upon spawning, the Full Hivemind generates four tower structures on the surface, one in each cardinal direction (north, south, east, and west). Inside each tower resides a mound named Watcher. As long as any Watcher exists in the world, the Full Hivemind is completely invulnerable to all damage.
Once active, the Full Hivemind begins its core excavation routine:
- Mines a 5×5 area directly beneath itself every 3 seconds, continuing until it reaches Y = -10.
- At that depth, it switches to hollowing out a sphere with a radius of 50 blocks.
- After the sphere is fully excavated, it constructs a three‑layer dome with thicknesses of 1, 2, and 3 (from innermost outward).
In addition, the Full Hivemind possesses significantly stronger stats and a much longer targeting range than the regular Proto, making it a formidable late‑game threat.
18. Full Hivemind Skills
The Full Hivemind uses a similar but upgraded set of five skills, with adjusted cooldowns and ranges.
| Skill | Description |
|---|---|
| Skill 1 – Move Mound | Cooldown 60 ticks; moves a marked Mound to a position 20–35 blocks away. |
| Skill 2 – Reinforce Vervas | Checks every 10 ticks; if large‑pool mobs < 10, spawns Vervas within 48 blocks (cooldown 30 ticks). |
| Skill 3 – Mass Verva spawn | Cooldown 100 ticks; spawns 2–4 Vervas per location at multiple positions. |
| Skill 4 – Delusioner spawn (high count) | When large‑pool count ≥ 15, switches to this skill (replaces skills 2 & 3). Cooldown 120 ticks; spawns Delusioners within 16 blocks, checking within 64 blocks. |
| Skill 5 – Reconstructor spawn | Cooldown 180 ticks; if no boss within 128 blocks, spawns 3 Reconstructors within 16 blocks. |
All skill parameters are configurable under
[full_hivemind_skills].
19. Full Hivemind Assault
The Full Hivemind periodically generates assault points based on player activity and time, triggering a wave‑style attack when enough is accumulated.
| Setting | Description |
|---|---|
incrementPerTick |
Assault value gained per tick (5.0) |
incrementInterval |
Interval (tick) between increments (6000 ticks = 5 minutes) |
smallPoolKillPoints / mediumPoolKillPoints / largePoolKillPoints / bossPoolKillPoints |
Assault points earned by players for killing each rank (0.5, 1.0, 1.5, 5.0 respectively) |
triggerCheckInterval |
How often to check if assault should trigger (6000 ticks) |
distanceThreshold |
Player distance required to trigger (128 blocks) |
maxDuration |
Maximum assault duration (600 seconds) |
cooldownSeconds |
Cooldown after assault ends (1200 seconds) |
Mechanics:
- Assault value increases passively over time and when players kill fungal mobs.
- When the accumulated value reaches a threshold, a Full Hivemind Assault triggers near a distant player.
- During the assault, waves of enemies spawn; it ends after
maxDurationor when all enemies are defeated. - After completion, a cooldown period begins.
20. Purification Battle (NEW in v1.7.2)
A new end‑game mechanic where players must hold a position to purify the land, pushing back the fungal infection.
| Setting | Description |
|---|---|
enablePurificationBattle |
Toggle the purification battle system on/off (true by default) |
playerCheckRadius |
Radius (blocks) within which players are counted as “holding” the purification point (6 blocks) |
Detailed Mechanics
Overview
The Purification Battle is a defensive event triggered by the player after constructing a specific multiblock structure and placing a beacon on the designated mineral block base. The battle lasts approximately 18 minutes, divided into four phases, each spawning waves of enemies. To succeed, players must defend the beacon and remain within the holding area until the timer expires. Failure occurs if the beacon or the Purification Core is destroyed, or if no player remains in the holding area for an extended period.
Triggering the Battle
To initiate the battle, the player must build a fixed structure:
- Place a 3×3 base of mineral blocks (iron, gold, diamond, or emerald blocks – any mix is allowed) on the ground.
- Place a Beacon in the exact center of the base.
- Place a World Purification Core anywhere within 8 blocks horizontally from the beacon (in any direction).
- The core must have a direct line of sight to the sky – no solid blocks above it.
- The area within 5 blocks horizontally from the beacon, and vertically from the beacon's feet up to 6 blocks above, must be clear of obstructions (torches are allowed).
Once everything is in place, place the beacon on the base – the battle begins immediately.
Phases and Waves
The battle consists of four phases, each with its own timer. When a phase timer runs out, the next phase begins, and all remaining enemies from the previous phase are cleared from the world.
| Phase | Name (translated) | Duration | Mobs Spawned |
|---|---|---|---|
| 1 | Pure Rage | 6 minutes | Small pool (e.g., inf_human, inf_husk, etc.) and Medium pool (e.g., knight, busser, etc.) |
| 2 | Ancestor's Descent | 6 minutes | Large pool (e.g., inquisitor, brot, wendigo) and Boss pool (e.g., sieger, howitzer) |
| 3 | Seed of Adaptation | 4 minutes 48 seconds | Medium and Large pools mixed |
| 4 | Assimilation Swarm | 1 minute 36 seconds | Boss and Large pools mixed |
Note: All phases exclude organoids – special entities such as
proto,mound,verva,usurper, etc. – from spawning.
Wave Spawning
- Mobs spawn 20 to 40 blocks away from the beacon, on solid ground where they can stand.
- A new wave spawns every minute.
- The number of mobs per wave is determined by the current difficulty (see below) and increases over time, but is capped at 30 per wave.
Holding the Area
Players must remain within a defense radius around the beacon – this radius is 6 blocks by default (configurable via playerCheckRadius).
- If at least one player is within the radius, the battle timer progresses normally.
- If no player is inside the radius, the timer pauses and a 30‑second grace period begins.
- If no player re‑enters the radius within those 30 seconds, the battle fails immediately.
- During the grace period, a warning is displayed above the inventory bar every 5 seconds.
Difficulty Calculation
The number of spawned mobs depends on the current difficulty, computed as follows:
- Base difficulty =
(number of players in the holding area) / 4, with a minimum of1. - If keepInventory is enabled (i.e., no item drop on death), an additional
+2is added to the base. - A world difficulty multiplier is applied:
- Peaceful / Easy:
0.6(though Peaceful likely prevents spawns) - Normal:
1.0 - Hard:
1.4 - Nightmare (if available):
2.0
- Peaceful / Easy:
The final difficulty is:
Final Difficulty = (Base Difficulty + keepInventoryBonus) × WorldDifficultyMultiplier
- Extra mobs per minute =
Final Difficulty × 0.5 + 1 - Base wave size =
4 - Actual wave size =
Base + Extra × (minutes elapsed since battle start)
(capped at a maximum of 30 mobs per wave)
All values are fully configurable in sporesrp-common.toml.
21. HUD Customisation
Allows pack developers to reposition the SporeSRP HUD elements on the screen.
| Setting | Description |
|---|---|
x |
X‑coordinate (in pixels) for the HUD's top‑left corner, relative to the left edge of the screen (default: 150) |
y |
Y‑coordinate (in pixels) for the HUD's top‑left corner, relative to the top edge of the screen (default: 5) |
Commands – /sporesrp difficulty
Switch the global difficulty multiplier for SporeSRP. Affects the phase‑based attribute bonuses given to infected entities.
| Mode | Multiplier | Description |
|---|---|---|
simple |
0.5 | 50% bonus – casual play (default) |
normal |
1.0 | 100% bonus – intended balance |
hard |
1.3 | 130% bonus – more challenging |
nightmare |
1.7 | 170% bonus – extreme difficulty |
Formula: Final = Base + (Base × (PhaseMultiplier − 1) × DifficultyMultiplier)
Affected attributes: Health, Attack Damage, Movement Speed, Armor, Knockback Resistance.
Usage: /sporesrp difficulty hard
- Takes effect immediately on all existing infected entities.
- Saved per world; persists across restarts.
- Requires operator permission (OP level 2).
Enchantments
1. Fungal Bane
| Property | Value |
|---|---|
| Applicable To | Swords, Axes |
| Max Level | V (5) |
| Rarity | Uncommon |
| Effect | Increases damage against Spore mod entities, ignoring armor |
Damage per level: +2.5, +5.0, +7.5, +10.0, +12.5
Conflicts: Sharpness, Smite, Bane of Arthropods
2. Frost Aspect
| Property | Value |
|---|---|
| Applicable To | Swords, Axes |
| Max Level | V (5) |
| Rarity | Uncommon |
| Effect | Applies Frostbite (from Spore mod) on melee hit |
| Level | Duration | Amplifier |
|---|---|---|
| I | 6s | I |
| II | 8s | I |
| III | 10s | II |
| IV | 12s | II |
| V | 14s | III |
Important: Frostbite prevents the target from using the Adaptation system (damage resistance) while active.
Conflicts: Fire Aspect
3. Frost Shot
| Property | Value |
|---|---|
| Applicable To | Bows, Crossbows |
| Max Level | V (5) |
| Rarity | Uncommon |
| Effect | Arrows apply Frostbite on hit (duration/amplifier same as Frost Aspect) |
Conflicts: Flame (Bow) / Fire Aspect
Summary
SporeSRP v1.7.2 introduces the Purification Battle system – a new end‑game challenge where players fight to reclaim land from the infection – along with HUD repositioning for better customisation. The conversion system is re‑enabled, Proto and Full Hivemind skills have been rebalanced, and the Full Hivemind AI now includes tower-based invulnerability and underground excavation. Combined with evolution, adaptation, support, terrain conversion, resurrection, structure building, assault mechanics, difficulty commands, and enchantments, SporeSRP offers deep, configurable survival challenges. All values in sporesrp-common.toml remain fully customisable for pack developers.

