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.
介绍
SporeSRP Mod – Full Feature Guide v1.9.0
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, Gastgaber Builder, Full Hivemind, Full Hivemind Skills, Full Hivemind Assault, Purification Battle, HUD, Spore Bridge, Phase Gate, Decoy, and CDU, as well as built‑in commands and enchantments.
📂 How to Play
Core Mechanic: Evolution Points represent the Infection’s power level.
– A player killing a fungal entity reduces infection points (temporarily weakening enemies, but slowing the advance toward Phase 10).
– A fungal entity killing any non‑spore mob (player, animal, villager, vanilla creature) increases infection points (strengthening enemies and accelerating evolution).
– Proto and Mound entities automatically add large amounts of points every 60 seconds – this cannot be prevented by the player.
The Central Challenge: In the early game, player kills can significantly reduce points and slow evolution. In the mid‑to‑late game, passive point generation from Proto and Mounds far exceeds any reduction the player can achieve. Thus, the player must shift from trying to control points to preparing for the inevitable Phase 10, where the Purification Battle offers the only chance to reset the infection.
1. Early Game (Phase 0–2) – Aggressive Reduction of Points
Situation: Enemies are weak; Proto has not yet appeared. The player can effectively suppress evolution through active hunting.
| Action | Justification |
|——–|—————|
| Actively hunt all visible fungal creatures (small and medium) | Each kill reduces infection points by 10–40, noticeably delaying phase progression and providing time for resource gathering and base construction. |
| Protect nearby animals and villagers | If killed by fungal entities, they add points to the infection; use fences or underground enclosures. |
| Avoid killing large or Boss entities | They reduce infection points by 150–600 – too large a deduction, potentially preventing you from reaching Phase 3 (which unlocks Mounds, but premature arrival is dangerous). |
| Monitor point changes | At this stage, only player kills can reduce points; no other countermeasure exists. |
Goal: Remain below Phase 2 until you have secured sufficient diamonds and crafted your first Frost Aspect weapon.
2. Mid Game (Phase 3–5) – Selective Killing and Strategic Sacrifice
Situation: Mounds begin to spawn and generate points automatically. The player must balance killing (which reduces points) against leaving enemies alive (which allows them to add points by killing other mobs).
| Action | Justification |
|——–|—————|
| Destroy Mounds near your base (reduces infection points by 250) | Eliminates a significant passive point source, but the deduction is large; use sparingly. Leave distant Mounds untouched for now. |
| Prioritise medium‑sized targets; ignore small ones | Medium kills deduct 40 points efficiently; small kills only 10, which is not worthwhile. Let smalls live, but keep animals secured. |
| Never engage large or Boss entities | The point reduction is disproportionate to the benefit. Avoid them unless they pose an immediate threat. |
| Begin crafting a Frost Shot bow | Applies Frostbite at range, preventing enemies from stacking Adaptation (which would make them highly resistant to your damage). |
| Stockpile materials for the Purification altar | Do not build it yet – Phase 6 triggers eternal night, which you are not prepared for at this stage. |
Goal: Advance slowly; complete all infrastructure (enchanting, brewing, underground farms) before Phase 5. Once Phase 6 arrives, the game changes permanently.
3. Late Game (Phase 6–9) – Point Reduction Becomes Impractical; Shift to Damage Control
Situation: Eternal night falls, Proto becomes active, and the Full Hivemind may emerge. Passive point generation (Proto +1500 every 60 seconds) now dwarfs any deduction from player kills. The player cannot meaningfully reduce total points; the only viable approach is to minimise future point sources while accepting inevitable progression.
| Action | Justification |
|——–|—————|
| Stop indiscriminate hunting | Your kills now have negligible impact on total points; conserve resources for essential battles. |
| Eliminate Proto and Mound entities when possible | Although killing Proto deducts 5000 points and Mound deducts 250, they are the largest passive contributors. Removing them reduces future growth. Proto can resurrect, so use traps or coordinated attacks. |
| If Full Hivemind appears, destroy Watcher towers first | Otherwise the Hivemind is invulnerable and will excavate a massive dome, making it far more dangerous. |
| Construct the Purification altar (3×3 mineral block base + Beacon) | Phase is approaching 10 – the final battle must be prepared. |
| Craft the World Purification Core (requires Mind Core from Full Hivemind) | Killing the Hivemind deducts 600 infection points (since it is a Boss), but it is mandatory for purification. |
Goal: Reach Phase 10 – the sole condition to initiate the Purification Battle. At this point, stop all point‑reducing actions; let Proto and Mounds push the phase forward naturally. Enemies at Phase 10 are at maximum strength, so ensure you have the best available equipment.
4. Endgame – The Purification Battle (Only Resolution at Phase 10)
When Phase 10 is reached and you place the Beacon on the altar, the battle commences. This is the definitive confrontation – win or lose, the point system resets.
Pre‑Battle Preparations
- Confirm that all nearby Mounds are destroyed; they would otherwise generate points and summon reinforcements during the fight.
- Equip Frost Aspect V weapons – without Frostbite, the Adaptation system will render Bosses nearly immune to your attacks.
- Minimum of two players is strongly recommended; solo defence of the holding radius is extremely difficult.
- Stock ample instant health potions, golden apples, and fire resistance.
Battle Phases
| Phase | Enemy Composition | Tactic |
|——-|——————-|——–|
| 1–2 (Pure Rage / Ancestor’s Descent) | Small → Medium → Large → Boss | Focus fire to eliminate threats rapidly; prevent damage to the Beacon. |
| 3–4 (Seed of Adaptation / Assimilation Swarm) | Adapted mixed types | Vary damage types; always maintain Frostbite effect. |
Outcome and Point Reset
- Victory: The world is purified. All fungal entities vanish. Evolution phase locks at 0, and infection points reset to 0. The advancement “Futile Effort” is granted.
- Defeat: The infection persists. Points remain unchanged. All altar materials are lost and must be recollected.
Strategic Summary – When to Engage and When to Withdraw
| Phase Range | Recommended Behaviour |
|————-|————————|
| 0–2 | Actively hunt – reduce infection points to slow evolution and gain time for development. |
| 3–5 | Selective engagement – target only medium creatures and nearby Mounds; avoid large and Boss entities. |
| 6–9 | Minimal engagement – point reductions are futile; focus on eliminating passive point sources (Proto, Mounds) only when feasible, and prioritise survival and preparation for Phase 10. |
| 10 | Cease all combat – start the Purification Battle immediately; any further kill only reduces points insignificantly and wastes resources without affecting the inevitable outcome. |
Final Principle: In the early game, you can influence the point flow; in the late game, you cannot. The path to victory lies not in futile attempts to reduce points, but in efficient preparation for the Purification Battle, the only event that resets the system.
📂 Configuration Systems
1. Global Setting
| Setting | Value | Description |
|———|——-|————-|
| eternalNightAfterPhase6 | true | 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 | Configured Value |
|———|——————|
| phaseThresholds | [0, 400, 800, 1800, 10000, 100000, 500000, 1000000, 10000000, 50000000, 100000000] |
| healthMultipliers | [1.0, 1.2, 1.4, 1.7, 2.0, 2.3, 2.6, 3.0, 3.5, 4.0, 4.5] |
| attackMultipliers | [1.0, 1.1, 1.25, 1.45, 1.7, 2.0, 2.3, 2.7, 3.0, 3.5, 4.0] |
| speedBonuses | [0.0, 0.0125, 0.025, 0.0375, 0.05, 0.0625, 0.075, 0.0875, 0.1, 0.1125, 0.125] |
| armorBonuses | [0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20] |
| knockbackResist | [0.0, 0.1, 0.2, 0.35, 0.5, 0.6, 0.7, 0.75, 0.8, 0.85, 0.9] |
| phaseUpgradeCooldownSeconds | [2000, 2400, 2350, 2250, 2100, 1900, 1850, 1850, 1900, 6000] |
Index 0 corresponds to phase 0→1; index 9 corresponds to phase 9→10. During cooldown, points cannot advance the phase even if sufficient. Each upgrade advances only one level at a time.
3. Mob Pools
Lists of entities that can be randomly selected for each rank:
small–spore:inf_human,spore:inf_husk,spore:inf_drowned,spore:inf_villager,spore:inf_diseased_villager,spore:inf_wanderer,spore:inf_witch,spore:inf_pillager,spore:inf_player,spore:inf_hazmat,spore:inf_vindicator,spore:inf_evokermedium–spore:knight,spore:griefer,spore:braiomil,spore:busser,spore:thorn,spore:jagd,spore:scavenger,spore:bloater,spore:naiad,spore:leaper,spore:slasher,spore:spitter,spore:volatile,spore:mephitic,spore:gorgon,spore:howler,spore:stalker,spore:brute,spore:nuclea,spore:protector,spore:gargoyle,spore:conductor,spore:chemist,spore:inebriater,spore:saugling,spore:vanguard,spore:reaper,spore:mound,spore:umarmed,spore:usurper,spore:vigil,spore:braurei,spore:verva,spore:delusioner,spore:reconstructor,spore:hivetumorlarge–spore:inquisitor,spore:brot,spore:grober,spore:wendigo,spore:ogre,spore:hvindicator,spore:hevoker,spore:protoboss–spore:sieger,spore:howitzer,spore:stahl,spore:hohlfresser,spore:gazenbreacher,spore:kraken,spore:leviathan,spore:hindenburg,spore:verfallorganoids– Special entities (spore:mound,spore:umarmed,spore:usurper,spore:vigil,spore:braurei,spore:verva,spore:delusioner,spore:reconstructor,spore:proto,spore:hivetumor) excluded from certain conversion mechanics.
4. Conversion System
Converts low‑health vanilla/other mobs into spore creatures.
| Setting | Configured Value |
|———|——————|
| enableConversion | true |
| smallMaxHp | 50.0 |
| mediumMaxHp | 110.0 |
| largeMaxHp | 350.0 |
| hpThresholdFactor | 0.1 |
| baseFactor | 0.05 |
| maxChance | 0.5 |
| maxAttempts | 5 |
- HP threshold =
phase × hpThresholdFactor. - Conversion chance =
phase × baseFactor, capped atmaxChance.
5. Adaptation System
Mobs gradually gain damage reduction against the damage type they receive.
| Setting | Configured Value |
|———|——————|
| enableAdaptation | true |
| reductionPerHit | 0.05 |
| baseImmunity | [0.05, 0.1, 0.15, 0.2] for Small→Boss at phase 0 |
| finalMaxReduction | [0.7, 0.85, 0.95, 1.0] at max phase |
Frostbite prevents the target from using the Adaptation system while active.
6. Support System
Mobs have a chance to call reinforcements when killed or injured.
| Setting | Configured Value |
|———|——————|
| enableSupportSystem | true |
| supportBaseChance | 0.05 |
| supportPhaseIncrement | 0.02 |
| supportLevelMultipliers | [1.0, 1.2, 1.35, 1.5] |
| supportMoundChance | 0.3 |
| supportSameLevelChance | 0.2 |
| supportSecondLowerChance | 0.3 |
| supportScentChance | 0.2 |
| supportCooldownSeconds | 25 |
| supportMinSpawnDistance | 10.0 |
| supportMaxSpawnDistance | 15.0 |
7. Ecosystem Conversion
Spore mobs actively convert nearby blocks into infected variants.
| Setting | Configured Value |
|———|——————|
| enableEcosystemConversion | true |
| conversionIntervalTicks | 100 |
| conversionBaseRadius | 3 |
| conversionRadiusPerPhase | 2 |
| conversionChance | 0.3 |
| maxBlocksPerBiome | 10 |
| globalLimitPerTick | 10 |
Conversion mappings include:
minecraft:grass_block->minecraft:mycelium, minecraft:stone->spore:infested_stone, minecraft:cobblestone->spore:infested_cobblestone, minecraft:dirt->spore:infested_dirt, minecraft:sand->spore:infested_sand, minecraft:gravel->spore:infested_gravel, minecraft:clay->spore:infested_clay, minecraft:netherrack->spore:infested_netherrack, minecraft:soul_sand->spore:infested_soul_sand, minecraft:red_sand->spore:infested_red_sand, minecraft:end_stone->spore:infested_end_stone, minecraft:deepslate->spore:infested_deepslate, minecraft:cobbled_deepslate->spore:infested_cobbled_deepslate.
8. Mound System
Mounds are naturally spawned, upgradable structures that serve as spore outposts.
| Setting | Configured Value |
|———|——————|
| enableMoundSystem | true |
| spawnIntervalTicks | 100 |
| spawnBaseChance | 0.02 |
| spawnPhaseBonus | 0.01 |
| spawnRadius | 16 |
| spawnMaxPerTick | 2 |
| moundLevelPointMultipliers | [1.0, 1.5, 2.5, 4.0] |
Actual periodic points = moundPeriodicPoints × moundLevelPointMultipliers, scaled by phase multipliers.
9. Tracking System
| Setting | Configured Value |
|———|——————|
| enableTracking | true |
| maxMarkerAmplifier | 10 |
Gives players a “marker” effect to track targets.
10. Infected Biome System
Proto and Mound entities expand infected biomes.
Proto parameters:
| Setting | Configured Value |
|———|——————|
| enableInfectedBiome | true |
| protoInitialRadius | 30 blocks |
| protoRadiusIncrement | 10 blocks |
| protoIncreaseIntervalMinutes | 5 minutes |
| biomeVerticalHeight | 30 blocks total (centred on entity Y) |
| maxCommandsPerTick | 20 fillbiome commands per tick |
Mound biome parameters via Spore Bridge:
| Setting | Configured Value |
|———|——————|
| moundRangeDefault | 15.0 blocks (Level 1) |
| moundRangeAge2 | 20.0 blocks |
| moundRangeAge3 | 30.0 blocks |
| moundRangeAge4 | 40.0 blocks |
| moundAgeingCooldown | 300 seconds |
| moundInfectionCooldown | 20 seconds (only affects newly created Mounds) |
Mound maximum radius is 40 blocks at Level 4.
11. Evolution Points
Point gains and penalties – include phase‑based multipliers and 60‑second intervals for periodic rewards:
| Source | Configured Value |
|——–|——————|
| Kill/convert a mob | Target max HP × killPointMultiplier = 1.0 |
| Proto every 60s | +1500.0, scaled by phasePointMultipliers |
| Mound every 60s | +30.0 × moundLevelPointMultipliers, scaled by phase multipliers |
| Small spore death | –10.0 |
| Medium spore death | –40.0 |
| Large spore death | –150.0 |
| Boss spore death | –600.0 |
| Proto death (extra) | –5000.0 |
| Mound death | –250.0 |
| Biome conversion (per new chunk) | +80.0 |
Phase Point Multipliers:
phasePointMultipliers = [0.2, 0.2, 0.3, 0.5, 0.7, 1.0, 1.2, 1.3, 1.4, 1.6, 2.0]
These multiply all periodic and kill/convert points based on the current phase.
12. Mound Support (Level‑based Reinforcements)
Mounds automatically summon reinforcements based on their level (1–4).
| Level | Config String | Parsed Behaviour |
|——-|—————|——————|
| 1 | 1:15:0:0:0:0:250:1 | Range 15, no Small/Medium, cooldown 250s, spawns Scent |
| 2 | 2:20:1:2:0:0:15:0 | Range 20, 1–2 Small, cooldown 15s |
| 3 | 3:30:1:3:1:1:15:0 | Range 30, 1–3 Small + 1 Medium, cooldown 15s |
| 4 | 4:40:0:0:2:3:15:0 | Range 40, 2–3 Medium, cooldown 15s |
scanIntervalTicks = 40– even if cooldown is over, the Mound will not scan every tick.- Mound ageing cooldown via Spore Bridge:
300seconds.
13. Proto‑marked Mounds
Proto entities actively mark and maintain a set number of Mounds.
| Setting | Configured Value |
|———|——————|
| enabled | true |
| checkIntervalTicks | 100 |
| moveIntervalTicks | 6000 (5 minutes) |
| targetCount | 5 |
| minDistance | 32 blocks |
| maxDistance | 128 blocks |
If the marked Mound count is below targetCount, Proto spawns new ones.
14. Proto Skills
Proto possesses five active skills, with a dynamic behaviour switch based on the number of nearby large‑pool mobs.
| Skill | Configured Behaviour |
|——-|———————|
| 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. |
| Skill 4 – Delusioner spawn (high count) | When large‑pool mob count ≥ largePoolThreshold = 5, 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. |
15. Proto Resurrection (Death Defiance)
When Proto is killed, it can trigger a powerful counter‑attack, reviving itself and rallying nearby allies.
| Setting | Configured Value |
|———|——————|
| enabled | true |
| checkRadius | 128 blocks |
| largePoolThreshold | 5 |
| healthPercent | 0.3333333333333333 (33.3%) |
| resistanceDuration | 20 seconds |
| resistanceAmplifier | 4 (Resistance V) |
| moveSpeedMultiplier | 1.5 |
| pushRadius | 16.0 blocks |
| pushStrength | 2.5 |
| soundId | sporesrp:proto_resurrection |
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.
16. Gastgaber → Builder Conversion
A rare transformation of the Gastgaber entity into a Builder, which collects points and constructs structures.
| Setting | Configured Value |
|———|——————|
| spawnChance | 0.2 (20%) |
| collisionRadius | 2.0 blocks |
| maxPoints | 100 |
| smallPoints | 15 |
| mediumPoints | 35 |
| largePoints | 50 |
| callInterval | 15 seconds |
| callRadius | 20 blocks |
| cooldownSeconds | 180 seconds |
| structures | ["overgrown_spawner"] |
How it works:
- When a Gastgaber spawns, it has a
spawnChanceto become a Builder. - 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.
17. Full Hivemind
When enough Proto entities exist and the evolution phase is high, a Full Hivemind can emerge – a superior, unified consciousness commanding the swarm.
| Setting | Configured Value |
|———|——————|
| minProtoCount | 3 |
| minPhase | 8 |
| healthMultiplier | 1.5 |
| armorBonus | 10 |
Mechanics:
- When the number of Proto entities reaches
minProtoCountand the current phase is at leastminPhase, one Proto transforms into a Full Hivemind. - The Full Hivemind has enhanced health (×1.5) and bonus armour.
- It possesses its own set of skills, distinct from regular Proto skills.
AI Behavior:
Upon spawning, the Full Hivemind generates four tower structures on the surface, one in each cardinal direction (north, south, east, and west). Inside each tower resides a mound named Watcher. As long as any Watcher exists in the world, the Full Hivemind is completely invulnerable to all damage.
Once active, the Full Hivemind begins its core excavation routine:
- Mines a 5×5 area directly beneath itself every 3 seconds, continuing until it reaches Y = -10.
- At that depth, it switches to hollowing out a sphere with a radius of 50 blocks.
- After the sphere is fully excavated, it constructs a three‑layer dome with thicknesses of 1, 2, and 3 (from innermost outward).
In addition, the Full Hivemind possesses significantly stronger stats and a much longer targeting range than the regular Proto.
18. Full Hivemind Skills
The Full Hivemind uses a similar but upgraded set of five skills, with adjusted cooldowns and ranges.
| Skill | Configured Behaviour |
|——-|———————|
| Skill 1 – Move Mound | Cooldown 60 ticks; moves a marked Mound to a position 20–35 blocks away. |
| Skill 2 – Reinforce Vervas | Checks every 10 ticks; if large‑pool mobs < 7, spawns Vervas within 48 blocks (cooldown 40 ticks). |
| Skill 3 – Mass Verva spawn | Cooldown 100 ticks; spawns 2–4 Vervas per location at multiple positions. |
| Skill 4 – Delusioner spawn (high count) | When large‑pool count ≥ 13, switches to this skill (replaces skills 2 & 3). Cooldown 120 ticks; spawns Delusioners within 16 blocks, checking within 64 blocks. |
| Skill 5 – Reconstructor spawn | Cooldown 180 ticks; if no boss within 128 blocks, spawns 3 Reconstructors within 16 blocks. |
All skill parameters are configurable under [full_hivemind_skills].
19. Full Hivemind Assault
The Full Hivemind periodically generates assault points based on player activity and time, triggering a wave‑style attack when enough is accumulated.
| Setting | Configured Value |
|———|——————|
| incrementPerTick | 20.0 |
| incrementInterval | 6000 ticks (5 minutes) |
| smallPoolKillPoints | 5.0 |
| mediumPoolKillPoints | 10.0 |
| largePoolKillPoints | 15.0 |
| bossPoolKillPoints | 25.0 |
| triggerCheckInterval | 6000 ticks |
| distanceThreshold | 64 blocks |
| maxDuration | 600 seconds |
| cooldownSeconds | 1200 seconds |
Mechanics:
- Assault value increases passively over time and when players kill fungal mobs.
- When the accumulated value reaches a threshold, a Full Hivemind Assault triggers near a distant player.
- During the assault, waves of enemies spawn; it ends after
maxDurationor when all enemies are defeated. - After completion, a cooldown period begins.
20. Purification Battle
An end‑game mechanic where players must hold a position to purify the land, pushing back the fungal infection.
| Setting | Configured Value |
|———|——————|
| enablePurificationBattle | true |
| playerCheckRadius | 10 blocks |
🔍 Detailed Mechanics
Overview
The Purification Battle is a defensive event triggered by the player after constructing a specific multiblock structure and placing a beacon on the designated mineral block base. The battle lasts approximately 18 minutes, divided into four phases, each spawning waves of enemies. To succeed, players must defend the beacon and remain within the holding area until the timer expires. Failure occurs if the beacon or the Purification Core is destroyed, or if no player remains in the holding area for an extended period.
Triggering the Battle
To initiate the battle, the player must build a fixed structure:
- Place a 3×3 base of mineral blocks (iron, gold, diamond, or emerald blocks – any mix is allowed) on the ground.
- Place a Beacon in the exact center of the base.
- Place a World Purification Core anywhere within 8 blocks horizontally from the beacon (in any direction).
- The core must have a direct line of sight to the sky – no solid blocks above it.
- The area within 5 blocks horizontally from the beacon, and vertically from the beacon’s feet up to 6 blocks above, must be clear of obstructions (torches are allowed).
Once everything is in place, place the beacon on the base – the battle begins immediately.
Phases and Waves
The battle consists of four phases, each with its own timer. When a phase timer runs out, the next phase begins, and all remaining enemies from the previous phase are cleared from the world.
| Phase | Name | Duration | Mobs Spawned |
|——-|——|———-|————–|
| 1 | Pure Rage | 6 minutes | Small pool and Medium pool |
| 2 | Ancestor’s Descent | 6 minutes | Large pool and Boss pool |
| 3 | Seed of Adaptation | 4 minutes 48 seconds | Medium and Large pools mixed |
| 4 | Assimilation Swarm | 1 minute 36 seconds | Boss and Large pools mixed |
Note: All phases exclude organoids – special entities such as proto, mound, verva, usurper, etc. – from spawning.
Wave Spawning
- Mobs spawn 20 to 40 blocks away from the beacon, on solid ground where they can stand.
- A new wave spawns every minute.
- The number of mobs per wave is determined by the current difficulty and increases over time, but is capped at 30 per wave.
Holding the Area
Players must remain within a defense radius around the beacon – this radius is 10 blocks by default, configurable via playerCheckRadius.
- If at least one player is within the radius, the battle timer progresses normally.
- If no player is inside the radius, the timer pauses and a 30‑second grace period begins.
- If no player re‑enters the radius within those 30 seconds, the battle fails immediately.
- During the grace period, a warning is displayed above the inventory bar every 5 seconds.
Difficulty Calculation
The number of spawned mobs depends on the current difficulty, computed as follows:
- Base difficulty =
(number of players in the holding area) / 4, with a minimum of1. - If keepInventory is enabled, an additional
+2is added to the base. - A world difficulty multiplier is applied:
- Peaceful / Easy:
0.6 - Normal:
1.0 - Hard:
1.4 - Nightmare (if available):
2.0 - Final difficulty = (Base + keepInventoryBonus) × WorldMultiplier
- Extra mobs per minute = FinalDifficulty × 0.5 + 1
- Base wave size = 4
- Actual wave size = Base + Extra × (minutes elapsed since battle start), capped at 30.
All values are fully configurable in sporesrp-common.toml.
21. HUD Customisation
Allows pack developers to reposition the SporeSRP HUD elements on the screen.
| Setting | Configured Value |
|———|——————|
| x | 150 pixels (top‑left corner, relative to the left edge) |
| y | 5 pixels (top‑left corner, relative to the top edge) |
22. Spore Bridge
Hot‑applies selected values into the Fungal Infection: Spore configuration on server start.
| Setting | Configured Value |
|———|——————|
| hotApply | true |
| moundRangeDefault | 15.0 blocks (Level 1) |
| moundRangeAge2 | 20.0 blocks |
| moundRangeAge3 | 30.0 blocks |
| moundRangeAge4 | 40.0 blocks |
| moundAgeingCooldown | 300 seconds |
| moundInfectionCooldown | 20 seconds |
| verwaSummons | ["spore:wendigo", "spore:inquisitor", "spore:brot", "spore:ogre", "spore:hevoker", "spore:hvindicator", "spore:hevoker"] |
| biomassLumpKills | 0 |
| hiveSpawnKills | 150 |
moundInfectionCooldown only affects newly spawned Mounds because Spore snapshots the value when a Mound is created.
23. Phase Gate
Higher evolution phases make the world less hospitable.
| Setting | Configured Value |
|———|——————|
| enabled | true |
| cropGrowthBlockChance | [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.1, 0.3, 0.6, 1.0, 1.0] |
| fishingBlockPhase | 6 |
| noXpPhase | 8 |
| healPenaltyPhase | 9 |
| healPenaltyFactor | 0.5 |
Effects:
- Crop growth is blocked with increasing probability from Phase 6 onward.
- From Phase 6, fishing is blocked.
- From Phase 8, spore creatures drop no XP.
- From Phase 9, non‑spore creatures heal at
0.5×rate.
24. Decoy
| Setting | Configured Value |
|———|——————|
| aggroRadius | 32 blocks |
| forceProtoAggro | true |
When a decoy is active, it attracts nearby fungal mob aggro within aggroRadius. If a Proto exists in the world, the decoy forces one Proto to notice the player.
25. CDU
| Setting | Configured Value |
|———|——————|
| purifyRadius | 16 blocks |
| purifyHalfHeight | 24 blocks |
CDU purifies infected biomes within the horizontal radius and vertical half‑height. Total vertical height is approximately twice purifyHalfHeight.
📂 Commands
/sporesrp difficulty – Difficulty Management
Switch the global difficulty multiplier for SporeSRP. Affects the phase‑based attribute bonuses given to infected entities.
Modes and multipliers:
simple– 0.5× (casual, default)normal– 1.0× (intended balance)hard– 1.3× (more challenging)nightmare– 1.7× (extreme)
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).
/sporesrp info – Information Query
Displays current evolution points, phase, difficulty, and upgrade cooldown status.
Usage: /sporesrp info
Permission: OP level 2
/sporesrp addpoints – Add Evolution Points
Adds a specified amount of evolution points.
Usage: /sporesrp addpoints <amount>
Parameters:
<amount>– Integer ≥ 1
Example: /sporesrp addpoints 100
Permission: OP level 2
/sporesrp setpoints – Set Evolution Points
Directly sets the evolution points to a specified value.
Usage: /sporesrp setpoints <points>
Parameters:
<points>– Integer ≥ 0
Example: /sporesrp setpoints 500
Permission: OP level 2
/sporesrp setphase – Set Phase
Forces the evolution phase to a specific level. Points are automatically adjusted to the minimum required for that phase.
Usage: /sporesrp setphase <phase>
Parameters:
<phase>– Integer 0–10
Example: /sporesrp setphase 5
Permission: OP level 2
/sporesrp mound info – Mound Information
Displays the level of the Mound the player is looking at.
Usage: /sporesrp mound info
Permission: OP level 2
/sporesrp mound setlevel – Set Mound Level
Sets the level of the Mound the player is looking at.
Usage: /sporesrp mound setlevel <level>
Parameters:
<level>– Integer 1–4
Example: /sporesrp mound setlevel 3
Permission: OP level 2
/sporesrp fullhivemind convert – Convert to Full Hivemind
Converts the Proto the player is looking at into a Full Hivemind.
Usage: /sporesrp fullhivemind convert
Permission: OP level 2
/sporesrp fullhivemind assault start – Start Full Hivemind Assault
Manually triggers a Full Hivemind Assault.
Usage: /sporesrp fullhivemind assault start [type]
Parameters:
[type]– Optional.air(aerial) orground. Defaults toair.
Example: /sporesrp fullhivemind assault start ground
Permission: OP level 2
/sporesrp fullhivemind finishmining – Finish Mining (Debug)
Forces the Full Hivemind to complete its excavation and build the dome immediately. Debug use only.
Usage: /sporesrp fullhivemind finishmining
Permission: OP level 2
/sporesrp hud – HUD Control
Toggles the evolution HUD on or off.
Usage: /sporesrp hud <state>
Parameters:
<state>–onoroff
Example: /sporesrp hud off
Permission: OP level 2
/sporesrp battle start – Start Purification Battle
Forces a Purification Battle to start at the player’s position.
Usage: /sporesrp battle start [phase]
Parameters:
[phase]– Optional starting phase (1–4). Defaults to 1.
Example: /sporesrp battle start 2
Permission: OP level 2
/sporesrp battle end – End Purification Battle
Forces the Purification Battle near the player to end immediately. Does not trigger victory effects.
Usage: /sporesrp battle end
Permission: OP level 2
/sporesrp battle setphase – Set Battle Phase (Debug)
Forces the Purification Battle to switch to a specified phase. Debug use only.
Usage: /sporesrp battle setphase <phase>
Parameters:
<phase>– Integer 1–4
Example: /sporesrp battle setphase 3
Permission: OP level 2
/sporesrp battle victoryeffect – Set Purification Status
Sets the world purification state.
Usage: /sporesrp battle victoryeffect <state>
Parameters:
<state>–trueorfalse
Effects:
true– Immediately purifies the world (clears all Spore entities, removes the purification core, locks evolution phase to 0).false– Cancels the purification state, restoring Spore entity spawning and evolution.
Example: /sporesrp battle victoryeffect true
Permission: OP level 2
/sporesrp reset_config – Reset Configuration
Deletes all related configuration files (including sporeconfig.toml, sporedata.toml, etc.). A server restart is required for changes to take effect.
Usage: /sporesrp reset_config
Permission: OP level 2
Warning: This action is irreversible. All custom settings will be lost.
📂 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
📂 Advancements
Root
| ID | Title | Description | Trigger |
|—-|——-|————-|———|
| sporesrp:root | The Day of Sporefall | This world is no longer yours | Automatically when player joins the world |
Total Kill Chain
| ID | Title | Type | Description | Trigger |
|—-|——-|——|————-|———|
| sporesrp:first_kill | First Resistance | task | Kill an infected creature | Total kills reaches 1 |
| sporesrp:kill_10 | Within Ten Steps | task | Kill 10 infected creatures | Total kills reaches 10 |
| sporesrp:kill_50 | Survival of the Fittest | goal | Kill 50 infected creatures | Total kills reaches 50 |
| sporesrp:kill_100 | Sea of Corpses | challenge | Kill 100 infected creatures | Total kills reaches 100 |
Type-Specific Kill Chain
| ID | Title | Type | Description | Trigger |
|—-|——-|——|————-|———|
| sporesrp:kill_small | Cleanup Duty | task | Kill a small infected creature | Kills 1 SmallPool creature |
| sporesrp:kill_small_10 | Scavenger | goal | Kill 10 small infected creatures | Kills 10 SmallPool creatures |
| sporesrp:kill_medium | Face the Infected | task | Kill a medium infected creature | Kills 1 MediumPool creature |
| sporesrp:kill_medium_10 | Hunter of the Infected | goal | Kill 10 medium infected creatures | Kills 10 MediumPool creatures |
| sporesrp:kill_large | Giant Slayer | task | Kill a large infected creature | Kills 1 LargePool creature |
| sporesrp:kill_large_10 | Titan Butcher | challenge | Kill 10 large infected creatures | Kills 10 LargePool creatures |
| sporesrp:kill_boss | King Slayer | goal | Kill a boss-level infected creature | Kills 1 BossPool creature |
| sporesrp:kill_boss_5 | Boss Terminator | challenge | Kill 5 boss-level infected creatures | Kills 5 BossPool creatures |
Survival Chain
| ID | Title | Type | Description | Trigger |
|—-|——-|——|————-|———|
| sporesrp:survive_day | First Day | task | Survive for one full game day | Accumulates 24000 ticks alive |
| sporesrp:survive_week | Seven Days of Torment | goal | Survive for 7 game days | Accumulates 168000 ticks alive |
| sporesrp:survive_month | Barely Breathing | challenge | Survive for 30 game days | Accumulates 720000 ticks alive |
World State Chain
| ID | Title | Type | Description | Trigger |
|—-|——-|——|————-|———|
| sporesrp:phase_1 | Infection Sprouts | task | Spore creatures begin to evolve | Global evolution phase reaches 1 |
| sporesrp:phase_3 | Land of Ruin | task | Spore creatures are everywhere | Global evolution phase reaches 3 |
| sporesrp:phase_6 | Eternal Night Falls | goal | The sun can no longer pierce the mycelium | Global evolution phase reaches 6 |
| sporesrp:phase_10 | Apocalypse | challenge | The spores have consumed everything | Global evolution phase reaches 10 |
| sporesrp:encounter_proto | Primordial Fear | task | You met a Proto, and it didn’t attack you | Player first damages a Proto |
| sporesrp:hivemind_born | Birth of Wisdom | goal | The Full Hivemind has awakened, and it thinks | Proto successfully converted to Full Hivemind |
| sporesrp:hivemind_assault | Tide of Destruction | challenge | The Full Hivemind launched an assault | Full Hivemind triggers an assault |
| sporesrp:hivemind_kill | Godslayer | challenge | You killed the Full Hivemind | Player kills the Full Hivemind |
| sporesrp:mind_core_obtain | Fragment of Mind | goal | You obtained the Mind Core from the Full Hivemind’s remains | Player picks up a Mind Core |
| sporesrp:core_obtain | Forged Core | goal | You obtained a World Purification Core | Player picks up a World Purification Core |
| sporesrp:battle_start | Final Reckoning | task | You lit the fire of the World Purification Battle, but at what cost? | World Purification Battle starts |
| sporesrp:encounter_builder | Fungal Architect | task | You witnessed what a Builder does | Player first damages a Builder |
| sporesrp:infection_spread | Into the Infected Biome | goal | The spores have spread across the entire world | Global phase >= 6 OR an alive Proto exists |
| sporesrp:sleep_fail | Insomnia | task | You can’t even sleep in your bed | Player tries to sleep but is blocked (phase >= 6) |
Battle Chain
| ID | Title | Type | Description | Trigger |
|—-|——-|——|————-|———|
| sporesrp:battle_complete | Futile Effort | challenge | You purified the world, but did the spores really disappear? | World Purification Battle is won |
| sporesrp:battle_fail | Sorrow of Defeat | goal | The World Purification Battle failed, and the spores continue to spread | World Purification Battle is lost |
| sporesrp:battle_hard | Impossible Challenge | challenge | You launched a purification under the harshest conditions | Battle is won on HARD or NIGHTMARE difficulty |
Death Hidden Chain
| ID | Title | Type | Description | Trigger |
|—-|——-|——|————-|———|
| sporesrp:die_first | Death’s Door | task | Your journey begins with death | Player dies for the 1st time |
| sporesrp:die_10 | A Matter of Habit | task | You have died 10 times | Player dies for the 10th time |
| sporesrp:die_50 | Dancing with Death | goal | Death is just another daily routine for you | Player dies for the 50th time |
Summary
All values in sporesrp-common.toml remain fully configurable, ensuring that pack developers can fine‑tune every aspect of the experience.
常见问题
Spore:SRP! 支持哪些 Minecraft 版本?
Spore:SRP! 支持 Minecraft Java 版 1.20.1–1.21.1,共 2 个版本,可用的加载器:Forge / NeoForge。下载时注意选择和你游戏版本一致的文件。
Spore:SRP! 怎么安装?
先用 PCL2 或 HMCL 启动器安装对应版本的 Forge / NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。运行环境:客户端和服务端都要装。
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