▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Моды/Spore:SRP!
Spore:SRP!

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.

Оцените первым
452
0

SporeSRP Mod – Full Feature Guide v1.4.0

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, and Gastgaber Builder. As well as built‑in commands, enchantments, and new mechanics added in version 1.4.0.

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 this file exists. 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 file sporesrp_mound_modified.marker and sporesrp_data_modified.marker.


Configuration Systems

1. Global Setting

SettingDescription
eternalNightAfterPhase6When 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.

SettingDescription
phaseThresholdsPoint thresholds for each phase (11 phases, 0–10)
healthMultipliersHealth multiplier per phase (1.0 at phase 0, increasing)
attackMultipliersAttack multiplier per phase
speedBonusesFlat speed bonus per phase
armorBonusesExtra armour points per phase
knockbackResistKnockback resistance (0.0–1.0) per phase
phaseUpgradeCooldownSecondsCooldown (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.

SettingDescription
enableConversionEnabled (true)
smallMaxHp / mediumMaxHp / largeMaxHpMax HP thresholds – only mobs below these can be converted
hpThresholdFactorHP threshold = phase × factor (0.1)
baseFactorConversion chance = phase × factor (0.05)
maxChanceMaximum conversion chance (50%)
maxAttemptsMax attempts to pick a random entity from the pool (5)

5. Adaptation System

Mobs gradually gain damage reduction against the damage type they receive.

SettingDescription
enableAdaptationEnabled (true)
reductionPerHitReduction added per hit (e.g., 0.05 = 5%)
baseImmunityBase reduction cap at phase 0 for each rank (Small→Boss: 0.05→0.2)
finalMaxReductionFinal 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.

SettingDescription
enableSupportSystemEnabled (true)
supportBaseChanceBase trigger chance at phase 0 (5%)
supportPhaseIncrementExtra chance per phase (+2%)
supportLevelMultipliersRank multipliers (Small→Boss: 1.0→1.5)
supportMoundChanceChance to summon a Mound (30%)
supportSameLevelChanceChance to summon same rank mob (20%)
supportSecondLowerChanceChance to summon a second mob of one rank lower (30%)
supportScentChanceChance to summon a Scent (20%)
supportCooldownSecondsCooldown after each trigger (25s)
supportMinSpawnDistance / supportMaxSpawnDistanceSpawn distance range (10–15 blocks)

7. Ecosystem Conversion

Spore mobs actively convert nearby blocks into infected variants.

SettingDescription
enableEcosystemConversionEnabled (true)
conversionIntervalTicksInterval between conversion attempts (100 ticks = 5s)
conversionBaseRadiusBase radius (3 blocks)
conversionRadiusPerPhaseExtra radius per phase (+2 blocks)
conversionChanceChance per attempt (30%)
maxBlocksPerBiomeMax blocks converted per mob per attempt (10)
globalLimitPerTickGlobal max blocks converted per tick (10)
conversionMappingsBlock mappings (e.g., grass→mycelium, stone→infested_stone)

8. Mound System

Mounds are naturally spawned, upgradable structures that serve as spore outposts.

SettingDescription
enableMoundSystemEnabled (true)
spawnIntervalTicksCheck interval for natural spawn (100 ticks)
spawnBaseChanceBase spawn chance at phase 0 (2%)
spawnPhaseBonusExtra chance per phase (+1%)
spawnRadiusDetection radius for existing Mounds (16 blocks)
spawnMaxPerTickGlobal max Mounds spawned per tick (2)
moundLevelPointMultipliersPoint multipliers per Mound level (1–4): [1.0, 1.5, 2.5, 4.0] – actual points = moundPeriodicPoints × multiplier

9. Tracking System

SettingDescription
enableTrackingEnabled (true) – gives players a “marker” effect to track targets
maxMarkerAmplifierMaximum marker amplifier level (10)

10. Infected Biome System

Proto and Mound entities expand infected biomes.

ParameterProtoMound
Initial radius30 blocks15 blocks
Radius increment per expansion10 blocks5 blocks
Maximum radiusUnlimited40 blocks
Expansion interval5 minutes5 minutes
Vertical height30 blocks total (centred on entity Y)same
maxCommandsPerTickMax 20 fillbiome commands per tick to prevent lag

11. Evolution Points

Point gains and penalties:

SourcePoints
Kill/convert a mobTarget max HP × killPointMultiplier (1.0)
Proto every 30s+1500
Mound every 30s+30 × moundLevelPointMultipliers (level‑dependent)
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

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.

SettingDescription
enabledEnabled (true)
checkIntervalTicksCheck interval (100 ticks)
moveIntervalTicksRelocation interval (6000 ticks = 5 minutes)
targetCountTarget number of marked Mounds (5); if below, spawn new ones
minDistance / maxDistanceDistance 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.

SkillDescription
Skill 1 – Move MoundCooldown 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 (3), 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 spawnCooldown 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, allowing adaptive responses to local mob population.


15. Proto Resurrection (Death Defiance)

When Proto is killed, it can trigger a powerful counter‑attack, reviving itself and rallying nearby allies.

SettingDescription
enabledToggle the ability on/off (true by default)
checkRadiusRadius (blocks) to count nearby LargePool and Boss mobs
largePoolThresholdMinimum LargePool mobs required to trigger the resurrection
healthPercentHealth fraction restored upon revival (e.g., 0.333 = 33.3%)
resistanceDurationDuration (seconds) of Resistance effect after revival
resistanceAmplifierAmplifier of Resistance (0= I, 4= V)
moveSpeedMultiplierSpeed multiplier for recalled allies (1.0 = normal)
pushRadiusRadius to push away non‑fungal entities upon revival
pushStrengthKnockback strength applied to pushed entities
soundIdSound effect played when resurrection triggers (e.g., sporesrp:proto_resurrection); leave empty for no sound

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, making it temporarily immune to further damage.

16. Gastgaber → Builder Conversion

A rare transformation of the Gastgaber entity into a Builder, which collects points and constructs structures.

SettingDescription
spawnChanceProbability (0.0–1.0) that a Gastgaber becomes a Builder on spawn
collisionRadiusDetection radius for absorbing nearby small/medium/large mobs
maxPointsMaximum points a Builder can store before triggering a structure
smallPoints / mediumPoints / largePointsPoints earned for absorbing each rank
callIntervalInterval (seconds) between calling nearby allies
callRadiusRadius in which to call allies
cooldownSecondsCooldown after building a structure
structuresList of structure file names (without .nbt) to choose from randomly; must be placed in assets/sporesrp/structures/

How it works:

  • When a Gastgaber spawns, it has a chance to become a Builder instead.
  • 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.

Commands

/sporesrp difficulty <mode>

Switch the global difficulty multiplier for SporeSRP. Affects the phase‑based attribute bonuses given to infected entities.

ModeMultiplierDescription
simple0.550% bonus – casual play (default)
normal1.0100% bonus – intended balance
hard1.3130% bonus – more challenging
nightmare1.7170% 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

PropertyValue
Applicable ToSwords, Axes
Max LevelV (5)
RarityUncommon
EffectIncreases 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

PropertyValue
Applicable ToSwords, Axes
Max LevelV (5)
RarityUncommon
EffectApplies Frostbite (from Spore mod) on melee hit
LevelDurationAmplifier
I6sI
II8sI
III10sII
IV12sII
V14sIII

Important: Frostbite prevents the target from using the Adaptation system (damage resistance) while active.

Conflicts: Fire Aspect


3. Frost Shot

PropertyValue
Applicable ToBows, Crossbows
Max LevelV (5)
RarityUncommon
EffectArrows apply Frostbite on hit (duration/amplifier same as Frost Aspect)

Conflicts: Flame (Bow) / Fire Aspect


Summary

SporeSRP v1.4.0 expands the mod with powerful new mechanics – Proto Resurrection gives a last‑stand comeback, and the Gastgaber → Builder system adds a point‑collecting structure builder. Combined with the existing evolution, adaptation, support, and terrain conversion systems, plus difficulty commands and new enchantments, SporeSRP offers deep, configurable survival challenges. All values in sporesrp-common.toml remain fully customisable for pack developers.

Часто задаваемые вопросы

Совместимость

Minecraft: Java Edition

1.20.x

Платформы

Поддерживаемые окружения

Клиент и сервер

Зависимости

Создатели

Детали

Лицензия:
Опубликован:2 недели назад
Обновлён:2 дня назад
Главная