PLEASE, IF U WANT TO PLAY THIS DATAPACK, COPY AND PASTE THE CONTENTS OF SPORECONFIG AND SPOREDATA CONFIG IN UR OWN CONFIGS.
Copy and paste this two files in your mods config folder:
Drag this two config files to your mod config folder
When updating to new versions of fungal inquisition/awakening remember to redownload the configs
UPDATED TO THE VERSION OF SPORE: 2.1.5b
What does this datapack add to fungal infection spore?
basically, it changes how the infection spread completely, infected will no longer spawn in the dark, so the fungal ifection will spread with the use of mounds, those little dudes will now be the life and blood of the whole mod, so keep an eye on then.
this is a more land focused infection datapack, the infection will no longer reach caves so often.
Say godbye to protos or mounds spawning in caves and never being able to see how they grow, or infected mobs spawning randomly in the datk,with this datapack, you will be able to see how the infection takes over your world in a more ordered way.
I recommend u look the gallery to see a litle bit how spore inquisition starts infeting your world.
it does not care in wich dimension you are, when a proto spawns in your world, the infection can reach you every where you go.
As soon as you start the world with the datapack/config, a mound will fall from the sky close to where u spawned, that mound will be the start of the infection, you won't be able to kill him until a long time has passed.
apart from the new way that spore is able to grow, the datapack/mod also adds several compatibiltys for mods used often with spore, for example, there are a lot of new create recipes, a compatibility with the wither storm mod, alex mobs and better combat.
i recommend u play the datapack first, but, if u want a list of the other things the datapack adds as of right now, u can see it here:
Spoiler
- a different way in wich the spore expands, being more like the flesh that hates.
- hunger timers not only for infected, but also for evolved, hypers and gastgabers.
- evolveds will be able to stop hunger by eating biomass bulbs, but both hypers and gastgabers will not be able to eat those bulbs and as a resoult, they will perish
- mounds being a lot more agresive and being the MAIN source of infection, now, it will not only infect his surroundings, it will also be able to create spore creatures, this is how the spore mobs will spawn and spread now.
- spore mobs will attack almost every type of animal
- after some time, mounds are able to generate infected humans, and after a lot of time has passed, mounds will die and live behind an scamper to expand and infect more land
- When starting the world, a inmortal mound will fall from the sky, this mound will be the one in charge of starting the infection, this mound will reach age 5 and cant be killed unless 24 hours have passed
- infected mobs DONT DESPAWN unless the max infected limit has been reached or if a proto or a F_F despawns them
- Technically, u can just get far away of the primordial mound and the infection will dont do much to you, since infected wont spawn like they normally do, unless...
- If a proto hivemind is created, once a proto is created, the infection will follow the closest player to the proto, the proto will torment that player sending him from time to time a specter, wich will kill anything and will be able to create new mounds, and sometimes, it will spawn arena tendrils around the player to try and kill him, the proto does not care where the player is, even if he is in too far away or in another dimension, the proto can send him raids and start an infection anywhere there if given enought time.
- but not only that, if given enought time, protos are able to spawn calamities in their location.
- the amount of kills that a reconstructed mind needs to evolve has been increased from 40 to 500!!!, this might sound weird, but don't worry, due to a new mechanic of big biomass towers, protos will still spawn without issues, tho they will take longer than in a normal spore.
- the more protos you have in your world, the more mounds and raids/specters u will get
- mounds of age 5 are able to spawn scampers and dont die after some time like the other mounds
- a lot of new infectable blocks, like for example, now moss will turn into rooted mycelium, sandstone will turn into infected sand, etc...
- specters will be the new blood of the spore, being able to spawn after a while when a proto is generated, they will spawn close to the player and they are able to start the infection in other parts of the world, they are able to create mounds and scents.
- Calamities will be able to get even stronger when getting 60 or more kills, this new stronger calamity is something named "overcharged calamity", and those calamities will have more speed, damage, resistance, faster mining speed, the ability of summon arena tendrils and a special blood aura to differentiate them from normal calamities
- every infected now has extra follow range, making them a lot more deadly if they spot you
- now when an animal dies when having the mycelium effect, that animal will generate a licker, wich will spread a little bit the infection, when a minute has passed, the licker will die and leave behind a mound that cant age up
- now mounds that dont age up will die more quickly than normal mounds and they will leave behind an infected human with an evolution point
- now protos will be able to spread mounds scampers and gastgabers in a 250 x 250 area around themselfs after some time, this spread will come in waves, in the first wave, the proto will spread mounds, and in the second one, the proto will spread scampers and gastgabers, the proto will take breaks of 83 minutes bethewn waves.
- now you will need 16 protos to activate the proto world modifier, this is due of a new mechanic, the F_F, i will explain how this works latter.
- when 6 or more protos are born in your world, a 10 hour timer will start, and once that timer is done, prepare...
- when graving specific items, such as brain remanents, u will get a some long lasting effects.
- if u install this mod, not a single spore structure will spawn.
- now you can use an axe to break some spore blocks faster!, for example you can use an axe to mine organite or reconstructed minds faster, like all the other biomass blocks.
- when breaking reconstucted minds and biomass lumps, you will get some items releated to that blocks.
- gastgabers, specters and calamities are able to spawn mounds after some time has passed.
- to avoid lag problems, infected won't attack zombies, skeletons, creepers and spiders(this might change in the future)
- now the proto should not spawn underground
- all biomass towers have been remaded, now they are all a lot taller.
- tall biomass tower has been remaded, now they look like a bunch of fungy together, and aside for that, it has a new dreadfull function, they are able to help reconstructed minds and biomass lumps evolve.
- overcharged calamities are able to spawn arena tendrils and reconstructed minds
- scampers try to avoid other infected, so they can spread more widely the infection
- specters will give u marker if u are close to them
- infected humans are able to turn into spitters are brutes now
- piglins and other humanoid creatures will turn into claws when dying due to the infectiom, this claws will soon perish and leave behind a infected corpse
- infected evolve faster
- better compatibility with better combat, all weapons now have extra range
- better compatibilty with create, adding toon of new recipes
- CDU'S are able to delete and turn into frozen biomass a lot more blocks, like rotten corpses or reconstructed minds, also, they have now have a block range of 30 blocks
- the configs have some balance changes, for example, protos are not able to summon delusioners
- a compatibility with crackers wither storm mod, making the wither storm target protos as their main focus and making the wither target with his lasser biomass blocks.
- a compatibility with alex mobs, some mobs from alex mobs will be able to be turn into lickers by the infection.
- a compatibility with create, this compatibility adds a lot of recipes that mix the infected parts of the spore and the machinary of create, you can even create a bile factory, and with enought, it can be turn into a infinite suply of biomass and other important spore components, like claws, mutated fibers, or mutated hearts. You are even able to use biomass to power blaze burners!
- (NEW) THE Fungal Fortress: if a proto is able to stay in your world more than 12 hours, that proto will generate a F_F, a giagnt pillar of mycelium that has will start to generate a biomass vessel around it, while its forming, getting to close is rly dangerous, since inside of it, there are some creatures named nunys, those cretures are able to detect threats from rly far away and will send vigils to raid u if u get too close, but if u are brave enought to enter, you might get a lot of of delicius fungal parts for your arsenal.
After a F_F is generated by a proto, every 8 hours the proto will generating more F_F around herself.
after the F_F is generated, there will be a 45 minutes timer, while in that timer, the proto world modifier will be activated. If u want to stop that modifier, you will have to go inside the fortress and kill some nunnys. When the 45 minutes timer is finished, all the nunys will evolve into outpost watchers.
- (NEW) overcharged evolveds, this is a new mechanic that has been added in the latest update and will be way better in 1.7.5, wich will be released tomorrow. This mechanic buffs evolveds that can't hyper evolve by giving evolved with 7 evolution points a buff in speed, strenght, and resistance, and also, giving every infected an unique ability.
For example, the third variant of the phayres, the kamikaze one, is able to fly over you and drop on you fleshy bombs.