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Fungal Infection Spore: MINI additions

Fungal Infection Spore: MINI additions

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2 weeks ago

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1.20.1
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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! - hospitals, mines, iceberg mines and church(variant 1) have been reworked to look more abandoned(in the future i plan to have all the stuctures with that abandoned look) - 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. - mounds that have an age of 1 will try to swim upwards to the surface and will try to create a bile in the highest layer of water that they can reach, they will submerge back in water as soon as they reach age 2 - 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 - if u have more than 6 protos in your world, a calamity raid might happend, im not gona explain this feature a lot, i shall let you discover how it works... - lickers will now turn into age 1 mounds after some time - claws will turn into corpses after some time - 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. - now specters have a new mechanic called "stalking rage", they will no longer attack you right away when they see you, instead, they will stalk you from the shadows, however, if u get too close or if too much time passes while the specter is alive, the specter will end up becoming agresive again ad going back to its normal disposition. - evolved now able to die to hunger, 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 - proto hiveminds are able to send you specter raids from time to time. - now, when a proto hivemind is born, all reconstructed minds around mounds will turn into biomass lumps. - protos are able to spread mounds in an area of 200 x 200 blocks from time to time. - if a proto has sentn you 2 specter raids, it will change, and instead of sending you another specter raid, it will send a arena tendril raid - 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, the primordial mound! - 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 100 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 - if u step too much time in crusted bile, there is a high posibility for that crusted bile to break and leave you vulnerable to underwater spore atacks - 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 scamper/mound/gastgaber/specter 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
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minigato668

minigato668

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