Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Supported environments
Creators
Details
Licensed MIT
Published 5 months ago
Updated last week
this mod is a deviation of spore inquisition, go check that mod out if u like this datapack!
spore: mini additions is an addon made for fungal infection:spore that adds toons of new mechanics that make playing fi:s a lot more fun!
from simple quality of life improvements and compatibilities with other popular mods, to brand new mechanics that will make your fight against the spore a lot more interesting, this datapacks adds a lot of new features.
Now, if u wana see some of the new features that this datapack adds, i recommend u that you check the gallery, but if you don't wana fo that, let me tell you each and every mechanic that i have added to this datapack!
Spoiler
COMPATIBILITIES
- compatibility with the create mod, adding toons of new crafting recipes
- compatibility with the farmer's delight mod, adding some of new crafting recipes
- compatibility with better combat, now all weapons will have extra range to make it easier to deal with spore mobs!(also fixed some weird animations that some special weapons had)
- compatibility with incendium, now all weapons from incendium will have special abilities against spore creatures!
- compatibility with crackers wither storm, now the wither storm will follow the nearst proto, it will also target a lot more biomass and flesh blocks.
NEW FEATURES
- normal, big and small biomass towers have been completly reworked, making them look bigger and more intimidating.
- outpost watchers have been reworked, not instead of a small little tower, outpost watchers will spawn in a big fortress, looking more like a pillager outpost!
- now organite, biomass lumps and reconstructed minds get mined faster with axes
- added some loot tables when breaking biomass lumps and reconstructed minds.
- once reaching 7 evolution points, every evolved mob that has not an hyper evolution will recive a general buff to their stats, some blood particles flying around them, and an special ability, this evolved is now an overcharged evolved, for example, a normal overcharged phayres will buff with regeneration, resistance and strenght the mob that he is holding.
- now, mounds to close to water will transform the upper layer of the water in crusted bile, making the infestation of seas a lot more easy for the spore.
- if a mound is about to die due to suffocation, that mound will be able to create some spore foliage to replace the block in wich it was being suffocated, this will fix the problem that scampers had with mounds getting stucked in walls and dying due to suffocation
- gastgabers will be able to spawn mounds and place biomass lumps, and convert close bodies of water into crusted bile, but they will end up dying after some time.
- specters will also be able to create mounds from time to time, howerever, they will not die like gastgabers.
- evolveds now are able to die due to hunger and like basic infected, they are able to stop their hunger by eating either a biomass bulb or a corpse.
- hyperevolved mobs will also die due to hunger, but they will take a lot longer than normal infecteds and hyper evolveds. to compensate for this, hyperevolveds cant stop their hunger and they will always end up daying because of that hunger
- protos are able to spread mounds in an area of 250 x 250 blocks from time to time.
- if u let a proto hivemind live for too long... that little goober will create something called a fungal fortress, i will let you discover how that thing works, good luck!(tho if i were you i would try to avoid leting a proto hivemind create one of those at all cost)
- protos are able to spawn gastgabers from time to time
- there is a custom command to create a mound that is almost inmortal, a mound that is able to age up to age 5, RedNight
- every 900 seconds, all mounds that were standing in crusted bile will be transported to the water that is under that layer of crusted bile.
- now CDU's are able to remove blocks like mycelium blocks, crusted bile, reconstucted minds, etc...
- when a calamity reaches more than 150 kills, that calamity will become overcharged. Overcharged calamities become a super stong version of themselfs, not only that, their skin's will turn black and a bloody aura will follow them. (you rly dont wana have one of those beast of destuction in your world)
- if a mound gets stuck in a block of frozen biomass, it will recive a stong wither effect and will probably die
- some spore items will give you special effects upon entering your inventory, for example, if u get a brain remanent, u will get infinite madness.
- calamities will be able to place mounds from time to time, on the other hand, overcharged calamities will be able to place mounds and arena tendrils
- every infected mob will have a lot of extra follow range, making them rly hard to get around once they have spotted you.
- when a spore mobs stands on top of bedrock, it will automatically be transported to a lower position, this is to help them infect dimensions that have a bedrock ceiling.
- scavengers are now able to breath underwater
- creepers will get a strong mycelium effect if they get close to an fugal entity
- every mob that has a full set of living/flesh armor will recive the symbiosis effect
- added some extremly powerfull spore weapons created with reforged biomass, this weapons are specifically created to deal with overcharged calamities and a special mob...
- added 5 types of raids that the proto can send to you, dawn, noon, night, midnight and eclipse.
- added the fixer
- added recipes for special custom items to fight against the infection such as a sword that freezes entities, a bow that is also able to freeze entities, and a new really good way to spread cdu's to get rid of the infection a lot more easily
- gastsgabers can get overcharged if they get 10 or more kills, letting them live for much longer
- now if u try to get bile with a bucket it will instantly turn into crusted bile
- some mounds will be transported to the underground from time to time by the proto.
- now protos are able to spawn vigils around an area of 150 blocks around themselfs, this act as a layer of defense as the proto
- a special enitity spawned by the proto when doing a full raid cycle is completly inmune to CDU's, so be carefull



