Compatibility
Minecraft: Java Edition
Platforms
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Details
PLEASE, IF U WANT TO PLAY THIS DATAPACK, COPY AND PASTE THE CONTENTS OF SPORECONFIG AND SPOREDATA CONFIG IN UR OWN CONFIGS.
Copy and paste this two files in your mods config folder:
Drag this two config files to your mod config folder
When updating to new versions of fungal inquisition/awakening remember to redownload the configs
UPDATED TO THE VERSION OF SPORE: 2.1.4
What does this datapack add to fungal infection spore?
basically, it changes how the infection spread completely, infected will no longer spawn in the dark, so the fungal ifection will spread with the use of mounds, those little dudes will now be the life and blood of the whole mod, so keep an eye on then.
this is a more land focused infection datapack, the infection will no longer reach caves so often.
Say godbye to protos or mounds spawning in caves and never being able to see how they grow, or infected mobs spawning randomly in the datk,with this datapack, you will be able to see how the infection takes over your world in a more ordered way.
I recommend u look the gallery to see a litle bit how spore inquisition starts infeting your world.
it does not care in wich dimension you are, when a proto spawns in your world, the infection can reach you every where you go.
As soon as you start the world with the datapack/config, a mound will fall from the sky close to where u spawned, that mound will be the start of the infection, you won't be able to kill him until a long time has passed.
apart from the new way that spore is able to grow, the datapack/mod also adds several compatibiltys for mods used often with spore, for example, there are a lot of new create recipes, so that you can make your own meaty fungal just from meat and bile, other compatibilty that it adds is a compatibilty for better combat that icreases the reach of all weapons, to ease a bit the fighting against spore mobs
i recommend u play the datapack first, but, if u want a list of the other things the datapack adds as of right now, u can see it here:
Spoiler
- a different way in wich the spore expands, being more like the flesh that hates.-
hunger timers not only for infected, but also for evolved and hypers
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mounds being a lot more agresive and being the MAIN source of infection, now, it will not only infect his surroundings, it will also be able to create spore creatures, this is how the spore mobs will spawn now.
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spore mobs will attack almost every tipe of animal
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mounds will have a life timer, in this timer, mounds will be able to spawn a bunch of different mobs such as infected humans, pillagers, villagers, husks, drowneds, and most importantly, when a mound of age 3-4 and its timer reaches 0, it will die, but leaving behind a scamper, if the mound has another age such has 1 or 2, it will die just spawning an infected human
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When starting the world, a inmortal mound will fall from the sky, this mound will be the one in charge of starting the infection, this mound will reach age 6 and cant be killed unless 24 hours have passed
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infected mobs DONT DESPAWN
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Technically, u can just get far away of the primordial mound and the infection will dont do much to you, since infected wont spawn like they normally do, they now need a mound to spawn, unless...
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If a proto hivemind is created, once a proto is created, the infection will follow the closest player to the proto, the proto will torment that player sending him from time to time a specter, wich will kill anything and will be able to create new mounds, and sometimes, it will spawn arena tendrils around the player to try and kill him, it does not care where is the player, the proto can send him raids and start an infection there if given enought time.
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the amount of kills that a reconstructed mind needs to evolve has been increased from 40 to 85
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the more protos you have in your world, the more mounds and raids/specters u will get
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mounds of age 5-6 are able to spawn scampers and dont die afther some time like the other mounds
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infecteds dont spawn in the dark
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a lot of new infectable blocks, like for example, now moss will turn into rooted mycelium, sandstone will turn into infected sand, etc...
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specters will be the new blood of the spore, being able to spawn afther a while when a proto is generated, they will spawn close to the player and they are able to start the infection in other parts of the world, they are able to create mounds and scents.
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Calamities will be able to get even stronger when getting 20 or more kills
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infected/mounds/etc will be able to give the effect mycelium infection forever if they get too close, wich also will depend on the type of infected, for example, an scamper will have a bigger mycelium infection radius than a normal infected human "tip, use milk"
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reconstructed minds will take way longer to evolve, now needing at leats 200 kills to evolve and transform into a proto, to compensate for this, some biomass towers will have overgrown spawners, making the proto evolve after some set time
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now when you are an area of 250 x 250 blocks of the proto, you will be able to see some spore particles, this is used for ambience and also to know the max distance where a proto can do a mound/scamper raid, i will explain this mechanic latter (UNUSED FOR NOW)
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every infected now has extra follow range, making them a lot more deadly if they spot you
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now when an animal dies when having the mycelium effect, that animal will generate a licker, wich will spread a little bit the infection, when a minute has passed, the licker will die and leave behind a mound that cant age up
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now mounds that dont age up will die more quickly than normal mounds and they will leave behind an infected human with an evolution point
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now protos will be able to spread mounds scampers and gastgabers in a 250 x 250 area around themselfs after some time, this spread will come in waves, in the first wave, the proto will spread mounds, and in the second one, the proto will spread scampers and gastgabers, the proto will take breaks of 83 minutes betewn waves.
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improved the overcharged calamity function, now calamities will not only be stronger, but they will also have blood particles flying around them at any time
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now you will need 10 protos to activate the proto world modifier
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when 5 or more protos are born in your world, a 10 hour timer will start, and once that timer is done, prepare...
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now the proto should not spawn underground (unless you are rly unlucky)
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all biomass towers have been remaded, now they are all a lot taller.
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better compatibility with better combat, all weapons now have extra range
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compatibilty with alex mobs, making their mobs also turn into likcers
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better compatibilty with create, adding toon of new recipes, (basically is just TBMG integred in this mod/datapack
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removed john fungal