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Modrinth · Minecraft mod

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.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Spore:SRP! release should I use?

Updated 4 days ago
Latest stable file 1.8.4
Game version 1.21.1
Loader NeoForge

Spore:SRP! 1.8.4 targets 1.21.1 with NeoForge. Installation on the client is optional. Installation on the dedicated server is optional. No extra mods listed for this file.

Where it goes

Is Spore:SRP! required on the client, server, or both?

Installation on the client is optional. Installation on the dedicated server is optional.

Client Optional
Dedicated server Optional
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source marks this as usable on both the client and server.

What else does Spore:SRP! 1.8.4 need?

1.8.4. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Spore:SRP! without breaking your instance.

Built for Spore:SRP! 1.8.4. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.8.4. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    Installation on the client is optional. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.8.4. It opens that exact file at the source.

About this project

What does Spore:SRP! add?

SporeSRP Mod – Full Feature Guide v1.8.4

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, and HUD. As well as built‑in commands and enchantments.

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 these files exist. 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 files sporesrp_mound_modified.marker and sporesrp_data_modified.marker.

📂 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 20‑block 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 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) – significantly higher for late phases.
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) – re‑enabled in this version.
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 – include phase‑based multipliers and 60‑second intervals for periodic rewards:

Source Points
Kill/convert a mob Target max HP × killPointMultiplier (1.0)
Proto every 60s +1500 (scaled by phasePointMultipliers)
Mound every 60s +30 × moundLevelPointMultipliers (level‑dependent, scaled by phase multipliers)
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

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 – higher phases yield more points.

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 (5), 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 – now set to 7.

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 (128)
largePoolThreshold Minimum LargePool mobs required to trigger the resurrection (5)
healthPercent Health fraction restored upon revival (0.333 = 33.3%)
resistanceDuration Duration (seconds) of Resistance effect after revival (20s)
resistanceAmplifier Amplifier of Resistance (4 = V)
moveSpeedMultiplier Speed multiplier for recalled allies (1.5)
pushRadius Radius to push away non‑fungal entities upon revival (16 blocks)
pushStrength Knockback strength applied to pushed entities (2.5)
soundId Sound effect played (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 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.
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 – 0.2 (20%)
collisionRadius Detection radius for absorbing nearby small/medium/large mobs (2.0)
maxPoints Maximum points a Builder can store before triggering a structure (100)
smallPoints / mediumPoints / largePoints Points earned for absorbing each rank: 15, 35, 50 respectively
callInterval Interval (seconds) between calling nearby allies (15s)
callRadius Radius in which to call allies (20)
cooldownSeconds Cooldown after building a structure (180s)
structures List of structure file names (without .nbt) to choose from randomly; must be placed in assets/sporesrp/structures/ (e.g., ["overgrown_spawner"])

How it works:

  • When a Gastgaber spawns, it has a spawnChance to become a Builder.
  • 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.
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 Description
minProtoCount Minimum number of Proto entities required for transformation (3)
minPhase Minimum evolution phase required (8)
healthMultiplier Health multiplier for the Full Hivemind (1.5)
armorBonus Extra armour points for the Full Hivemind (10)

Mechanics:

  • When the number of Proto entities reaches minProtoCount and the current phase is at least minPhase, one Proto will transform into a Full Hivemind.
  • The Full Hivemind has enhanced health (×1.5) and bonus armour.
  • It possesses its own set of skills (see next section), 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, making it a formidable late‑game threat.
18. Full Hivemind Skills

The Full Hivemind uses a similar but upgraded set of five skills, with adjusted cooldowns and ranges.

Skill Description
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 < 10, spawns Vervas within 48 blocks (cooldown 30 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 ≥ 15, 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 Description
incrementPerTick Assault value gained per tick (5.0)
incrementInterval Interval (tick) between increments (6000 ticks = 5 minutes)
smallPoolKillPoints / mediumPoolKillPoints / largePoolKillPoints / bossPoolKillPoints Assault points earned by players for killing each rank (0.5, 1.0, 1.5, 5.0 respectively)
triggerCheckInterval How often to check if assault should trigger (6000 ticks)
distanceThreshold Player distance required to trigger (128 blocks)
maxDuration Maximum assault duration (600 seconds)
cooldownSeconds Cooldown after assault ends (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 maxDuration or when all enemies are defeated.
  • After completion, a cooldown period begins.
20. Purification Battle

A new end‑game mechanic where players must hold a position to purify the land, pushing back the fungal infection.

Setting Description
enablePurificationBattle Toggle the purification battle system on/off (true by default)
playerCheckRadius Radius (blocks) within which players are counted as "holding" the purification point (6 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:

  1. Place a 3×3 base of mineral blocks (iron, gold, diamond, or emerald blocks – any mix is allowed) on the ground.
  2. Place a Beacon in the exact center of the base.
  3. Place a World Purification Core anywhere within 8 blocks horizontally from the beacon (in any direction).
  4. The core must have a direct line of sight to the sky – no solid blocks above it.
  5. 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 (translated) Duration Mobs Spawned
1 Pure Rage 6 minutes Small pool (e.g., inf_human, inf_husk, etc.) and Medium pool (e.g., knight, busser, etc.)
2 Ancestor's Descent 6 minutes Large pool (e.g., inquisitor, brot, wendigo) and Boss pool (e.g., sieger, howitzer)
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 (see below) 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 20 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 of 1.
  • If keepInventory is enabled (i.e., no item drop on death), an additional +2 is added to the base.
  • A world difficulty multiplier is applied:
    • Peaceful / Easy: 0.6 (though Peaceful likely prevents spawns)
    • 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 Description
x X‑coordinate (in pixels) for the HUD's top‑left corner, relative to the left edge of the screen (default: 150)
y Y‑coordinate (in pixels) for the HUD's top‑left corner, relative to the top edge of the screen (default: 5)
📂 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) or ground. Defaults to air.

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>on or off

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>true or false

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.

Project description from Modrinth.

Pick your setup

Spore:SRP! by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Spore:SRP! versions and loaders

22 of 22 releases match

Looking for an older file? The official Modrinth project page is in Resources.