Spore: Containment Breach
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Spore addon that takes the original and makes it feel more like a spreading infection across the world. Fight back, before all is infected and twisted.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Spore: Containment Breach
A Minecraft mod aiming to expand on Fungal Infection: Spore's core to create a different "feel".
Instead of spreading from any dark place, given a bit of time, or from a single location like Spore Inquisition handles it, here the infection can spread from any "spreader" location, like the Hospitals, Cathedrals, Mass Graves, and other structures. What starts as a single flesh mound can spread over time, corrupting the world leading to make you choice: stand and fight back the infection, or move on to a new area?
Features
New Spawning System
Disabled "vanilla" spawn system, so that you won't run into Infected in every cave system. Instead, you have to look out for Spore structures (configurable to include other mods' structures) as they act as the source of the infection.
Within each configured structure, at least one Flesh Mound will live, alongside its defenders. Over time it will grow a defensive structure around it, before placing a Reconstructed Mind which can grow into a Proto-Hivemind, as usual. If this happens, expect the Infection in the area to ramp up, as well as the difficulty in clearing it.
Growing Structures, Spreading Biomes
Similar to Inquisition, the infection (if left unchecked) has the potential to grow organically, creating effectively its own biome of meat and bile. Not just infecting blocks, but building heretical towers off the bodies of things unlucky enough to be nearby. This creates "fortress-like" structures and a whole new infected biome where going in to clear out the infection isn't a simple feat. Some modpacks may resort to WMDs to clear out infections that crop up before they get out of hand.
Once all sources of infection (i.e. mounds and protos) are killed in a given area, that infection zone will eventually transform into a dead scar on the world, where leftover biomass withers and rots away.
Real Raids
Instead of teleporting a Vigil on top of anything that gets within 300 blocks, a Proto-hivemind will periodically create and send Raids at nearby structures or players. These raids will have a Vanguard captain and, if the world is Corrupted enough, maybe even a Calamity.
These new Raids will travel from where they're birthed to their target location in real time; the captain can break through most natural blocks though, so don't expect a simple wall to keep them out!
Calamities
Calamities can be spawned by Proto-hiveminds as a result of Signals, just like normal. However, there's some caps in place to ensure that one push into the infection zone doesnt create crazy numbers of calamities-to-be-born.
Additional changes include server-wide caps on calamities; once the cap is reached, the ones furthest from a player will be culled.
Technical changes
Beyond the obvious changes, this mod also overwrites other behaviors like how certain organoids chunkload, how new Mounds come into being, etc. The goal is to keep the threat "alive", but hopefully less lag-creating than similar mods by liberally lobotomizing entities (noAI) that dont need to be active.
Configuration
Nearly every part of the mod has levers to adjust, as this is built first and foremost to be included in modpacks like my own Fungal Engines.
Have a structure you want infected?
Add its tag(s) to the config!
Want things to be on the lighter side for a kitchen-sink pack, as a "dash" of infection?
Reduce spreading/chunkloading ranges and valid structures, etc.
And more!
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