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.tomlandsporedata.tomlof 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 filesporesrp_mound_modified.markerandsporesrp_data_modified.marker.
Configuration Systems
1. Global Setting
| Setting | Description |
|---|---|
eternalNightAfterPhase6 | When 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.
| Setting | Description |
|---|---|
phaseThresholds | Point thresholds for each phase (11 phases, 0–10) |
healthMultipliers | Health multiplier per phase (1.0 at phase 0, increasing) |
attackMultipliers | Attack multiplier per phase |
speedBonuses | Flat speed bonus per phase |
armorBonuses | Extra armour points per phase |
knockbackResist | Knockback resistance (0.0–1.0) per phase |
phaseUpgradeCooldownSeconds | Cooldown (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.
| Setting | Description |
|---|---|
enableConversion | Enabled (true) |
smallMaxHp / mediumMaxHp / largeMaxHp | Max HP thresholds – only mobs below these can be converted |
hpThresholdFactor | HP threshold = phase × factor (0.1) |
baseFactor | Conversion chance = phase × factor (0.05) |
maxChance | Maximum conversion chance (50%) |
maxAttempts | Max attempts to pick a random entity from the pool (5) |
5. Adaptation System
Mobs gradually gain damage reduction against the damage type they receive.
| Setting | Description |
|---|---|
enableAdaptation | Enabled (true) |
reductionPerHit | Reduction added per hit (e.g., 0.05 = 5%) |
baseImmunity | Base reduction cap at phase 0 for each rank (Small→Boss: 0.05→0.2) |
finalMaxReduction | Final 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.
| Setting | Description |
|---|---|
enableSupportSystem | Enabled (true) |
supportBaseChance | Base trigger chance at phase 0 (5%) |
supportPhaseIncrement | Extra chance per phase (+2%) |
supportLevelMultipliers | Rank multipliers (Small→Boss: 1.0→1.5) |
supportMoundChance | Chance to summon a Mound (30%) |
supportSameLevelChance | Chance to summon same rank mob (20%) |
supportSecondLowerChance | Chance to summon a second mob of one rank lower (30%) |
supportScentChance | Chance to summon a Scent (20%) |
supportCooldownSeconds | Cooldown after each trigger (25s) |
supportMinSpawnDistance / supportMaxSpawnDistance | Spawn distance range (10–15 blocks) |
7. Ecosystem Conversion
Spore mobs actively convert nearby blocks into infected variants.
| Setting | Description |
|---|---|
enableEcosystemConversion | Enabled (true) |
conversionIntervalTicks | Interval between conversion attempts (100 ticks = 5s) |
conversionBaseRadius | Base radius (3 blocks) |
conversionRadiusPerPhase | Extra radius per phase (+2 blocks) |
conversionChance | Chance per attempt (30%) |
maxBlocksPerBiome | Max blocks converted per mob per attempt (10) |
globalLimitPerTick | Global max blocks converted per tick (10) |
conversionMappings | Block mappings (e.g., grass→mycelium, stone→infested_stone) |
8. Mound System
Mounds are naturally spawned, upgradable structures that serve as spore outposts.
| Setting | Description |
|---|---|
enableMoundSystem | Enabled (true) |
spawnIntervalTicks | Check interval for natural spawn (100 ticks) |
spawnBaseChance | Base spawn chance at phase 0 (2%) |
spawnPhaseBonus | Extra chance per phase (+1%) |
spawnRadius | Detection radius for existing Mounds (16 blocks) |
spawnMaxPerTick | Global max Mounds spawned per tick (2) |
moundLevelPointMultipliers | Point multipliers per Mound level (1–4): [1.0, 1.5, 2.5, 4.0] – actual points = moundPeriodicPoints × multiplier |
9. Tracking System
| Setting | Description |
|---|---|
enableTracking | Enabled (true) – gives players a “marker” effect to track targets |
maxMarkerAmplifier | Maximum marker amplifier level (10) |
10. Infected Biome System
Proto and Mound entities expand infected biomes.
| Parameter | Proto | Mound |
|---|---|---|
| Initial radius | 30 blocks | 15 blocks |
| Radius increment per expansion | 10 blocks | 5 blocks |
| Maximum radius | Unlimited | 40 blocks |
| Expansion interval | 5 minutes | 5 minutes |
| Vertical height | 30 blocks total (centred on entity Y) | same |
maxCommandsPerTick | Max 20 fillbiome commands per tick to prevent lag |
11. Evolution Points
Point gains and penalties:
| Source | Points |
|---|---|
| Kill/convert a mob | Target 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.
| Setting | Description |
|---|---|
enabled | Enabled (true) |
checkIntervalTicks | Check interval (100 ticks) |
moveIntervalTicks | Relocation interval (6000 ticks = 5 minutes) |
targetCount | Target number of marked Mounds (5); if below, spawn new ones |
minDistance / maxDistance | Distance 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.
| Skill | Description |
|---|---|
| Skill 1 – Move Mound | Cooldown 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 spawn | Cooldown 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.
| Setting | Description |
|---|---|
enabled | Toggle the ability on/off (true by default) |
checkRadius | Radius (blocks) to count nearby LargePool and Boss mobs |
largePoolThreshold | Minimum LargePool mobs required to trigger the resurrection |
healthPercent | Health fraction restored upon revival (e.g., 0.333 = 33.3%) |
resistanceDuration | Duration (seconds) of Resistance effect after revival |
resistanceAmplifier | Amplifier of Resistance (0= I, 4= V) |
moveSpeedMultiplier | Speed multiplier for recalled allies (1.0 = normal) |
pushRadius | Radius to push away non‑fungal entities upon revival |
pushStrength | Knockback strength applied to pushed entities |
soundId | Sound 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 withhealthPercentof 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.
| Setting | Description |
|---|---|
spawnChance | Probability (0.0–1.0) that a Gastgaber becomes a Builder on spawn |
collisionRadius | Detection radius for absorbing nearby small/medium/large mobs |
maxPoints | Maximum points a Builder can store before triggering a structure |
smallPoints / mediumPoints / largePoints | Points earned for absorbing each rank |
callInterval | Interval (seconds) between calling nearby allies |
callRadius | Radius in which to call allies |
cooldownSeconds | Cooldown after building a structure |
structures | List 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
maxPointsis 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.
| Mode | Multiplier | Description |
|---|---|---|
simple | 0.5 | 50% bonus – casual play (default) |
normal | 1.0 | 100% bonus – intended balance |
hard | 1.3 | 130% bonus – more challenging |
nightmare | 1.7 | 170% 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
| Property | Value |
|---|---|
| Applicable To | Swords, Axes |
| Max Level | V (5) |
| Rarity | Uncommon |
| Effect | Increases 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
| Property | Value |
|---|---|
| Applicable To | Swords, Axes |
| Max Level | V (5) |
| Rarity | Uncommon |
| Effect | Applies Frostbite (from Spore mod) on melee hit |
| Level | Duration | Amplifier |
|---|---|---|
| I | 6s | I |
| II | 8s | I |
| III | 10s | II |
| IV | 12s | II |
| V | 14s | III |
Important: Frostbite prevents the target from using the Adaptation system (damage resistance) while active.
Conflicts: Fire Aspect
3. Frost Shot
| Property | Value |
|---|---|
| Applicable To | Bows, Crossbows |
| Max Level | V (5) |
| Rarity | Uncommon |
| Effect | Arrows 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.

