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SporeWithin

A tactical Spore prequel with an adaptive AI ecosystem. Built for perfect TPS/FPS with alternative surface-only infection and zero lag!
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SporeWithin-1.1.0.jar

File namesporewithin-1.1.0.jar
Uploader
starlings_sstarlings_s
Uploaded
Sep 5, 2026
Downloads
26
Size
456.8 KB
Mod Loaders
—
File ID
8815883
Type
R
Release

What's new

SporeWithin — Official Changelog v1.1.0

[Added]

  • Team Balance & Scaled Difficulty Presets:
    • Implemented dedicated difficulty presets tailored for varying team sizes: SOLO_DUO_TRIO (1.0x baseline), QUAD (1.5x scaling), SQUAD_6 (2.0x+ apocalypse), and CUSTOM (manual configuration mode).
    • Added DYNAMIC_AUTO mode: dynamically counts living survival players within an active 160-block radius around the mound/base and seamlessly transitions difficulty presets on the fly.
    • Added the /sporewithin difficulty <solo|quad|squad6|auto|custom> administrative command and full exposure of all economic, cooldown, and raid scaling variables in config/sporewithin-common.toml.
  • Reinforced Obsidian (sporewithin:reinforced_obsidian):
    • Introduced a high-tier defense block with complete immunity to parasite acid bombardments (isAcidImmune) and structural pillar collapse protection.
    • Balanced crafting progression: requires 6 unique anatomical parasite drops (spore:acidic_gland, spore:armor_fragment, spore:corrosive_sack, spore:plated_muscle, spore:nerves) surrounding 1 vanilla obsidian block to craft 8 Reinforced Obsidian blocks.
  • Cinematic Intro Sequence & Audio Design:
    • Added an atmospheric title card sequence, heartbeat effects, and custom audio cues (ambient.cinematic_intro) upon the inception of the Red Plague.
  • Plundered Cache & Tactical Marauder Mechanics:
    • Overhauled container destruction: broken player chests transform into PlunderedCache block entities (30% consumed by the Hive, 70% securely retained in the vault).
    • Introduced Stalker Marauders: an agile parasite physically retrieves the plundered container and attempts to evacuate it 20+ blocks beyond the base perimeter.
    • Stalker Marauders are highlighted with GLOWING, the Spore target marker effect, live distance tracking on the player's Action Bar, and a 7-block vertical smoke beacon.
  • Tactical Hive Raids & Breacher AI:
    • Coordinated assault squads featuring Acid Spitters, Chemists, Bussers, and Heavy Breachers (Brutes, Wendigos, Grobers).
    • Breachers methodically attack defensive perimeters with real-time block-breaking animations (destroyBlockProgress 0..9).

[Fixed]

  • Acid Artillery LOS & Raycasting Overhaul:
    • Completely re-engineered Spitter AI utilizing a 15-ray multi-angle trajectory scan. Spitters now verify target visibility and structural validity before firing, eliminating blind corrosive spam into inert natural terrain or cobblestone hills.
  • Bio-Points Economy & Mound State Synchronization:
    • Replaced legacy day-based evolution timers with a deterministic real-time Bio-Points Economy (pointsPerSecond). Ensures instant visual model and BlockState synchronization for the Mound as it evolves across tiers.
  • Subterranean Suffocation & Heightmap Fix:
    • Reworked scout and raid squad spawning routines using Heightmap.Types.WORLD_SURFACE combined with solid-block collision validation, permanently eliminating mob suffocation and entrapment within underground rock layers.
  • Wall Clipping & Melee Exploits:
    • Implemented raycasted melee hit validation for infected mutants, blocking unfair damage dealt through solid walls, glass panes, and barricade seams.
  • Raid Retreat & Container Priority Logic:
    • Fixed an issue where raid squads would prematurely retreat upon detecting loose ground items. Loot theft now strictly requires breaching perimeter defenses first.

[Optimized]

  • Cave Spawning Elimination:
    • Completely purged unconstrained subterranean parasite spawns in unlit caves, saving hundreds of CPU cycles previously wasted on unreachable, stalled pathfinding calculations.
  • MSPT & Server Tick Stability:
    • Achieved exceptional tick loop efficiency: server MSPT remains around ~13.4ms even under full late-game siege conditions with 50+ active raid entities, guaranteeing a rock-solid 20.0 TPS.
  • Structural Scan Caching & Memory GC:
    • Introduced 40-tick squad-level caching for base pillar and foundation integrity scans.
    • Replaced repeated block position allocations with BlockPos.MutableBlockPos and direct player collection iterations, substantially reducing garbage collection pauses.