Spore Inquisition
If you want to play this datapack, watch the video below for setup instructions. Custom configs are required.
Configs are in the video description and pinned comment.
After updating Spore Inquisition, download the configs again.
The datapack requires Fungal Infection: Spore.
Extra features, recipes, and structures are available when using Create with Spore Inquisition: Create.
For better performance, use a TPS optimization mod like Canary (Forge) or Lithium (NeoForge).
Thanks to @chocola_P and 幽恒Apex_Sanctum for the new cover.
Thanks to @slasherwolf_ for the updated mod page description.
What changes in Fungal Infection: Spore
– Infection spread is fully reworked. Infected no longer spawn in darkness
– Infection spreads through Mounds
– Spread is focused on land, caves are affected less often
– Proto Hiveminds no longer spam in caves
– Infection behavior is more structured
The datapack works in any dimension.
Once a Proto Hivemind appears, infection can reach you anywhere.
How infection starts
– A Mound falls near your spawn point at the start of the world
– This mound is called REDNIGHT and starts the infection
– It cannot be destroyed until a specific event happens
Main features
– New spreading system inspired by aggressive organic growth
– Hunger system for infected, evolved, hypers, and gastgabers
– Evolved can consume biomass bulbs to survive, hypers and gastgabers cannot and will die
– Mounds are the main infection source and act more aggressively
– Mounds infect surroundings and create spore creatures
– Spore mobs attack most animals
– Mounds generate infected humans over time
– Old mounds collapse and leave scampers to continue spreading
– Initial mound is immortal and capped at age 5 until conditions are met
– Infected do not despawn unless limits are reached or removed by specific entities
Proto mechanics
– Infection slows down if you move far from the initial mound
– Once a Proto Hivemind appears, it targets the nearest player
– Proto sends specters that kill entities and create new mounds
– Proto can trigger arena tendrils around the player
– Proto can attack across any distance or dimension
– Proto can start infection anywhere over time
Progression and scaling
– Reconstructed mind evolution requirement increased from 40 to 2250 kills
– Biomass towers support progression and proto spawning
– More protos increase raids and mound activity
– 10 protos are required to activate the world modifier
World and block changes
– Infection system reworked, blocks convert into biomass and mycelium variants
– Biomass towers redesigned, now taller and more functional
– Special towers help evolve entities
– Abandoned versions of structures appear in the world
– New laboratory structures generate in birch forests (with Create)
Combat and mobs
– Overcharged calamities appear after 500 kills, stronger stats and black appearance
– All infected have increased detection range
– New transformations for infected humans and creatures
– Animals with mycelium effect spawn temporary spread entities on death
– Some mobs are ignored to reduce lag
Gameplay mechanics
– Mounds that cannot grow die faster and leave evolved infected
– Protos spread infection in waves across a 250×250 area
– Waves alternate between mounds and other entities
– Time delay between waves is 83 minutes
– Food items apply specific buffs and debuffs
– Axes break certain biomass blocks faster
– Breaking biomass blocks drops related items
Compatibility
– Better Combat support with increased weapon range
– Create integration with new recipes and automation options
– Ability to generate infinite biomass with proper setups
– Biomass can power blaze burners
– Compatibility with Cracker’s Wither Storm Mod
– Wither Storm targets protos, Wither attacks biomass
– Compatibility with Alex’s Mobs
– Some creatures can become infected variants
Advanced systems
– CDU blocks can clean and convert more structures within 30 block range
– Configs include balance changes such as proto limitations
– Chunkloader system allows infection to spread without players nearby
Raids and events
– Protos send 4 main raids: Dawn, Noon, Dusk, Midnight
– Each raid occurs once in order
– Midnight raid is the hardest
– Secret Eclipse raid under special conditions
– Chat shows infection level every 1.5 hours
– Progress tracking available in advancements tab
Endgame content
– Fungal Fortress appears after 12 hours of proto activity
– Fortress generates a dangerous structure with strong enemies
– Final evolution creates an overcharged calamity
New items and tools
– Early-game ice weapons against infection
– Nuke item clears large infected areas and can kill protos
– CDU crafting upgrade with long-term cleansing item
– Mimicry weapons with enhanced power
– Large-scale freezing item affects a 1000×1000 area
– Special arrows for fighting infection (MC 1.21.1)
Final content
– FINALITAS, a powerful endgame entity
Some additional features are hidden to keep gameplay discovery intact.
External Download Links:
- Modsfire.com - spore_inquisition_2.9.4.jar [21.24 MB]