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Post-Apocalyptic Spore Survival

The Bioweapon that collapsed society long ago has reawakened... can you defeat it? Or will you struggle to merely survive?

Genesis

In the days of old, man ruled the earth. Their ever-adapting mind made them think they were superior, that everything was theirs to mold as they saw fit. They would spread and dominate, doing whatever it took to ensure everything was under their rule. They became monsters that thought themselves to be gods.

In time, their knowledge and capabilities would only grow. They would learn to make things... change things... break limits that were designed to exist for a reason. They were enlightened to works that were far beyond them.

Then came that fateful day. A conflict over power and control would arise amongst mankind, not too different from the thousands that came before. Yet this time, they would finally face the monster they had made, the monster they had become. In an attempt to cement their rulership, man would create the very thing that would usurp them all.

A mind greater than their own was born. It spread and turned these "gods" into objects of horror. Most resisted, some accepted, a few even embraced. Nevertheless, all were subjugated. The potters had been killed by their clay.

Then, inexplicably, the usurper fell into hibernation. For centuries she laid dormant... until the scent of your flesh filled the air. Although weakened and fractured amongst her many subjects, she will attempt to reconstruct something once great, and finish what she started

Will you be able to stop her?

Modpack Guide

The Infection

 

Emergence 

It all begins with a basic infected, perhaps long ago they were an upstanding young man; nevertheless; now their sole purpose is to spread the very curse that took their autonomy away. Infected spawn naturally in dark caves and during nighttime, seeking to infect humanoids.

 

Mutation

Upon infecting another being, basic infected will undergo a transformation. After a bit, they will "evolve" into a much stronger form, often with a special ability that you should be aware of. 

 

The Hivemind

There is a chance for an evolution to fail, eventually resulting into the formation of a Mound. Once there are enough mounds or one reaches a high enough level, a Reconstructed Mind will be created. Basic infected will sacrifice themselves to provide mass to the Reconstructed Mind, and once enough has been accumulated... a Proto-Hivemind will grow.

The formation of a Proto-Hivemind is announced by the chat message: "Endure..."

 

A Weakness

The Hivemind is ever-adapting, being able to evolve over time and even change its attack strategy based on what's most effective. However, no matter how hard it tries, the infection is unable to resist the cold. This means that infected cannot naturally spawn in cold biomes and are debuffed if they find themselves in one.

It is important to note however, infected can still spawn in the dark caves under cold biomes.

Survival

 

Basics

Alongside your health and hunger you'll also have to worry about thirst and temperature. Make sure to always keep your canteen topped off, you won't always know where the next source of water is. When possible, make a water purifier to maximize hydration. Avoid snowy, icy, sandy, and dry climates until you have wool/leaf clothing so you don't freeze/burn

 

Fighting the Infection

To survive against the infected, you're going to need more than a basic sword and shield. Scrap from the old world can be found underground, which can be repurposed to make guns. Furthermore, you can create home-made kevlar by stringing together leather/cloth with copper, from there you use more advanced materials for increasingly powerful kevlar.

Yet not even that might be enough. So if you can't beat em, join em! Using flesh and fungus, indulge in Biomancy to manipulate the life itself to create a variety of powerful equipment, serums, defenses, and even guns! 

 

Bases

For the first couple of days it's highly recommended to be nomadic in order to prevent a Proto-Hivemind from forming. However, when you do decide to settle down, here are some important defensive tips:

  • Some infected break blocks, use Deepslate Bricks or Iron Bars as placeholders until you get Laboratory Blocks or Obsidian, which no infected are strong enough to destroy
  • Proto-Hiveminds can summon organoids from the ground. Even inside your base! However, it must be 4 or more blocks thick or have a hardness of 3 or less. So build from strong blocks or have a thin floor.
  • Campfires provide regeneration to all passive mobs and players within a certain radius.  They warm you too, which has a great synergy with living in cold biomes.
  • As previously mentioned, infected are weak to the cold, therefore snowmen are actually a great defensive option
  • Dummies with player heads are targeted by the infected, use them to lure infected into traps. Refer to JEI on how to make player heads through Biomancy.
  • [PvZ plant base tips coming soon]

Miscellaneous

 

Useful Keybinds

Already set and ready to use:

  • Open player death history [ - ]
  • Biomancy action button [ = ]
  • Gun melee attack [ V ]
  • Modify gun attachments [ Z ]
  • Reload shaders [ ` ]
  • Open Backpack [ B ]

Thanks, Credits & Other Stuff

Thanks to all the mod developers who made everything in this pack, they're the ones who made the pieces (the hard part), I'm just the one who put them together (the easy part). Special thanks to 'the_harbinger69' for creating 'Fungal Infection: Spore' the mod this entire pack is based around, genuinely one of my favorite mods and definitely one of the best infection mods out there. 

Note that I am not directly affiliated with 'Fungal Infection: Spore' and that the beginning lore segment is not completely canon, just my take on it. It was not AI.

Also thank you to anyone who decides to play this little project I've put together! Feel free to make suggestions and point out flaws, just be respectful :)

Post-Apocalyptic Spore Survival Team

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