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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 – 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.toml and sporedata.toml of 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 files sporesrp_mound_modified.marker and sporesrp_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 with healthPercent of 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 spawnChance to become a Builder.
  • Builders wander and absorb nearby mobs (Small/Medium/Large) to accumulate points.
  • Once maxPoints is 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 minProtoCount and the current phase is at least minPhase, 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 maxDuration or 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:

  1. Place a 3×3 base of mineral blocks (iron, gold, diamond, or emerald blocks – any mix is allowed) on the ground.
  2. Place a Beacon in the exact center of the base.
  3. Place a World Purification Core anywhere within 8 blocks horizontally from the beacon (in any direction).
  4. The core must have a direct line of sight to the sky – no solid blocks above it.
  5. 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 of 1.
  • If keepInventory is enabled (i.e., no item drop on death), an additional +2 is 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

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.

The Spore:SRP! Team

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