File Details
sporesrp-1.0.0.jar
- R
- Jun 22, 2026
- 281.43 KB
- 61
- 1.20.1
- Forge
File Name
sporesrp-1.0.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
# SporeSRP Mod – Feature Overview (14 Modules)
---
## 1. Global Setting
Controls a single world‑wide rule: once the evolution phase reaches level 6, the world time is permanently locked to night, increasing late‑game survival pressure.
## 2. Evolution System
By killing or converting mobs, players accumulate “evolution points” that advance the world phase from 0 to 10. Each phase increase boosts all spore mobs’ health, attack, speed, armour, and knockback resistance along a predefined curve, dynamically raising overall difficulty.
## 3. Mob Pools
Defines separate lists of available entities for four ranks: Small, Medium, Large, and Boss. Whenever the mod needs to randomly spawn or summon a mob, it picks from the corresponding pool. A separate “organoid” list is used to exclude certain special units from some mechanics.
## 4. Conversion System
Allows converting vanilla or other‑mod mobs into spore creatures, provided their health falls below a rank‑specific threshold. The conversion chance increases with evolution phase but is capped to prevent over‑conversion.
## 5. Adaptation System
Each time a mob takes damage, it gradually gains additional damage reduction against that damage type. Different ranks have different reduction caps, and these caps scale with evolution phase, preventing players from mindlessly farming with a single weapon.
## 6. Support System
When a mob dies or takes damage, it has a chance to call for reinforcements. Support options include summoning a Mound, a same‑rank or lower‑rank mob, or a Scent. The trigger chance rises with phase and is subject to a cooldown to avoid excessive chain triggers.
## 7. Ecosystem Conversion
Spore mobs actively convert surrounding natural blocks (grass, stone, sand, etc.) into their infected variants, gradually reshaping the terrain. Conversion range, frequency, and the number of blocks converted per attempt are globally limited for performance.
## 8. Mound System
Mounds are naturally spawned, upgradable structures that act as spore outposts. The system periodically attempts to generate new Mounds near players, with spawn chances increasing alongside evolution phase, while capping the global spawn rate.
## 9. Tracking System
Provides players with a “marker” effect to help track targets. The effect’s maximum amplifier level is capped to ensure balanced gameplay.
## 10. Infected Biome System
Proto and Mound entities can gradually convert the surrounding area into an infected biome, each with its own expansion radius, growth rate, and maximum range. The vertical coverage is fixed, and the number of commands executed per tick is limited to prevent server lag.
## 11. Evolution Points
Defines point gains and penalties in detail: killing or converting a mob grants points based on its max health; Proto and Mound entities periodically generate points; deaths of different spore ranks incur different penalties (with Proto deaths carrying an extra heavy penalty); and converting each new chunk also rewards points.
## 12. Mound Support (Level‑based Summoning)
Mounds automatically summon reinforcements according to their level (1–4). Each level configures its own summon range, the number of Small/Medium mobs, cooldown, and whether a Scent is spawned. A fixed scan interval is used instead of per‑tick checks to save performance.
## 13. Proto‑marked Mounds
Proto entities actively mark and maintain a set number of Mounds. When the count falls below the target, a new Mound is spawned; existing marked Mounds are also periodically relocated. Both spawn and relocation distances are configurable.
## 14. Proto Skills
Proto possesses five active skills, with a dynamic strategy switch based on the number of nearby large‑pool mobs:
- **Skill 1** – moves a marked Mound to a location within a specified distance.
- **Skill 2** – regularly checks nearby large‑pool mob counts and spawns Vervas if they fall below a threshold.
- **Skill 3** – spawns a batch of Vervas at multiple locations, with a random count per location.
- **Skill 4** – when the large‑pool mob count reaches or exceeds a threshold, Proto switches to spawning Delusioners instead (replacing skills 2 & 3).
- **Skill 5** – periodically spawns Reconstructors near Proto if no boss is detected within a certain range.