This is a tutorial to learn how to install the inquisiton configs to make the mod work, however, if you have the neoforge version 4.0 or a later you wont need the tutorial beacuse the configs will install automatically
Please, play the 1.21.1 version instead of the 1.20.1, the 1.20.1 version is abandoned and it hasnt recived a single content update for 4 months, it is quite outdated.
THE CONFIGS ARE IN THE DESCRIPTION AND PINNED COMMENT OF THE YOUTUBE VIDEO
VIDEO:
When updating to new versions of Spore Inquisition, remember to redownload the configs.
The Fungal Infection: Spore mod is required with Spore Inquisition.
There are extra features, special recipes, and new structures when the Create mod is added with Spore Inquisition: CREATE LINK

Thx to @slasherwolf_ for the new description for the mod page!
I also recommend you use a tps peformance mod such as canary(forge) or Lithium(neoforge)
What does this datapack change about Fungal Infection: Spore?
Basically, it changes how the spore infection spreads completely. Infected will no longer spawn in the dark. Instead, the infection will spread via the use of Mounds. The infection is mostly land-focused, so the infection won’t reach caves as often. No more annoying Proto Hiveminds spawning in caves. The infection is more orderly now. The gallery tab has a lot of pictures of how Spore Inquisition works. Inquisition doesn’t care what dimension you are in. When a Proto Hivemind spawns in your world, the infection can reach you everywhere you go.
If you are playing in the 1.20.1 version, i recommend you use this resource pack for a better inmersion: X
How does the infection start?
As soon as you spawn in the world, a Mound will fall from the sky close to where you spawned. This is mound's name is REDNIGHT, and it is the start of the infection. It’s unkillable until a certain event happends in your world. Apart from the new way that spore spread, Inquisition also adds several compatibilities for mods often used with Fungal Infection: Spore. There are a lot of new Create recipes, compatibility with Cracker’s Wither Storm Mod, Alex’s Mobs, and Better Combat. There’s a lot more secret content than meets the eye. It’s recommended to play the datapack first, but if you want a list of the other features Inquisition has to offer, you can see 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.
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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
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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.
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spore mobs will attack almost every type of animal
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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
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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 some conditions are meet
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infected mobs DONT DESPAWN unless the max infected limit has been reached or if a proto or a F_F despawns them
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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...
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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 ordeals from time to time, a proto can send him raids and start an infection anywhere there if given enought time.
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the amount of kills that a reconstructed mind needs to evolve has been increased from 40 to 2500!!!, 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.
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the more protos you have in your world, the more mounds and raids u will get
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completly rewamped the block infection mechanics of the mod, now most blocks turn into biomass/mycelium blocks and its variants
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Calamities will be able to get even stronger when getting 200 or more kills, this new stronger calamity is something named "overcharged calamity", and those calamities will have more speed, damage, resistance, have a lot of points in every type of adaptation and more! you can identify them easily beacuse they are pitch black
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every infected now has extra follow range, making them a lot more deadly if they spot you
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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
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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
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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.
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now you will need 10 protos to activate the proto world modifier.
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foods now give some specila nerfs and buffs
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if u install this mod, all spore structures will have an abandoned look
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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.
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when breaking reconstucted minds and biomass lumps, you will get some items releated to that blocks.
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gastgabers and calamities are able to spawn mounds after some time has passed.
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to avoid lag problems, infected won't attack zombies, skeletons, creepers, spiders, endermans and zombiefied piglins
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now the proto should not spawn undergroun
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all biomass towers have been remaded, now they are all a lot taller.
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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.
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scampers try to avoid other infected, so they can spread more widely the infection
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infected humans are able to turn into spitters are brutes now
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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
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infected evolve faster
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better compatibility with better combat, all weapons now have extra range
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better compatibilty with create, adding toon of new recipes
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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
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the configs have some balance changes, for example, protos are not able to summon delusioners
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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.
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a compatibility with alex mobs, some mobs from alex mobs will be able to be turn into lickers by the infection.
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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!
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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 a lot of outpost watchers, and at the top of that tower there is a womb that will evolve into an overhcarged calamity.
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overcharged evolveds, This mechanic buffs evolveds that can't hyper evolve by giving evolved with 8 evolution points a buff in speed, strenght, resistence and some extra health
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new proto chunloader mechanic, this will make the infection spread with no players outside of spawnchunks
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Now if u have the create mod installed, you will be able to use varius nuggets as amunition in potato canons
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If u have create installed, a new type of laboratory will created in birch forests, THX to splashpaws for making the structure!
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As mentioned before, protos are able to send raids or "ordeals" to your location, there are a total of 5 raids a proto can send you, Dawn, Noon, Dusk and Midnight.
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related with the last point, protos are only able to do one of those raids once, and they go in order, first the dawn raid, then the noon raid, then the dusk raid, and finally the Midnight raid(prepare your ass for that raid)
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You can see how much the infection has spreaded or how many ordeals you have survived in the advancments tab of inquisition!
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There is a secret final raid, the eclipse raid, but that raid only occurs on very specific circunstances.
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each hour and thirty minutes a message will appear in your chat saying how infected is your world.
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remaded the outpost watcher stucture
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reworked overcharged calamities: now calamities need 500 kills instead of 200 to become overcharged, but when becoming overcharged, they become a lot stonger
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added back hospitals, churchs(variant1), mines, cathedral, and iceberg mines to the world generation with an abandoned look
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new cheap ice weapons to fight infecteds in the early game
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added a new nuke item able to clean off a big area of infection due to its big explosion range, it even has the strengh to kill a proto hivemind
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mixing 8 cdus and a diamond will refill all cdu's and give you a special item in the process, an item able to clean a decently big area of infection for a very long time
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added the mimicry weapons(lob corp reference xD), stronger versions of spore weapons/tools crafted with reforged biomass
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added a new item able to freeze all infected blocks in a 1000 x 1000 block area(as you can imagine, this block is not cheap)
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added special arrows to fight off the infection!(only for mc 1.21.1)
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and finally, FINALITAS, the final armony of a god made out of despair and sorrow
there are some extra features i won't mention for the sake of your gameplay experience.
All of the music used in this mod, alongside some names for weapons/mobs/events comes from the game named lobotomy corporation, wich in itself, belongs to the company ProjectMoon, heres their official yt channel!
Inquisition discord server in case you have any doubts on how the mod works:
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- added the mob corruption thing
- added a function to kill items that may cause lag every 3 mins
- moved some commands to other functions foor better peformance
- you can turn most spore parts into biomass
- nukes and sub zero cores now remove corruption points
- increased the max corruption limit
- calamities can only turn overcharged once the world corruption is very high
- no more lickers
- changed the raids that vigil send
- changed wich mobs scents can spawn
- on low corruption levels mounds and protos will spawn weaker mobs
- on high corruption levels, protos and mounds will spawn stronger mobs
- depending on the corruption level, protos will spawn more or less mobs
- bairns will turn into drowned bairns when in water, and drowned bairns turn in bairns when they are not in water
- added new textures to bairns(resource pack needed)
- readded the old f_f system
- buffed the sub zero armor
- added the mob corruption thing
- added a function to kill items that may cause lag every min
- moved some commands to other functions foor better peformance
- you can turn most spore parts into biomass
- nukes and sub zero cores now remove corruption points
- increased the max corruption limit
- calamities can only turn overcharged once the world corruption is very high
- no more lickers
- changed the raids that vigil send
- changed wich mobs scents can spawn
- on low corruption levels mounds and protos will spawn weaker mobs
- on high corruption levels, protos and mounds will spawn stronger mobs
- depending on the corruption level, protos will spawn more or less mobs
- bairns will turn into drowned bairns when in water, and drowned bairns turn in bairns when they are not in water
- added new textures to bairns(resource pack needed)
- readded the old f_f system
- buffed the sub zero armor
- protos now have a max chunkloading radius of 200x200 blocks
- protos now have biome infection
- changed the spawn pool of protos
- changed the textures of foliage blocks and of spore entities
- fixed a bug related to redsnight final fight
- changed the water infection
- removed the flying limit in finalitas
- protos now will die shortly after a midnight raid, giving a lot of corruption points while doing it
- changed how the wastes biome affects entities
- removed overcharged evolveds
- Ordeals now forceload chunks around the player
- spray usurpers now explode after a short while
- fixed the broken ai of infected golems
- removed the recipe of ice reags
- removed some unecesary functions in order to optimize the mod
- cryo and sub zero chestplate let you float up in the air
- changed the music of the whole mod by lob corp music
- infecteds now attack every mob
- reworked a little bit how to get the ending of the mod
- removed the dream sequence
- added the recipes of some extra spore stuff
- added a recipe for blue and packed ice
- increased the kill points for protos
- Now when protos clean the terrain of mounds, they will generate an outpost watcher tower
- You no longer get telported away when joining a new world
- Improved a lot the final fight of this mod
- protos now have a max chunkloading radius of 200x200 blocks
- protos now have biome infection
- changed the spawn pool of protos
- changed the textures of foliage blocks and of spore entities
- fixed a bug related to redsnight final fight
- changed the water infection
- removed the flying limit in finalitas
- protos now will die shortly after a midnight raid, giving a lot of corruption points while doing it
- changed how the wastes biome affects entities
- removed overcharged evolveds
- Ordeals now forceload chunks around the player
- spray usurpers now explode after a short while
- fixed the broken ai of infected golems
- removed the recipe of ice reags
- removed some unecesary functions in order to optimize the mod
- cryo and sub zero chestplate let you float up in the air
- changed the music of the whole mod by lob corp music
- infecteds now attack every mob
- reworked a little bit how to get the ending of the mod
- removed the dream sequence
- added the recipes of some extra spore stuff
- added a recipe for blue and packed ice
- increased the kill points for protos
- Now when protos clean the terrain of mounds, they will generate an outpost watcher tower
- You no longer get telported away when joining a new world
- Improved a lot the final fight of this mod
- Crushing Crusted Bile with a Mechanical Press from Create now gives 25 ml of bile instead of 10
- corruption points are only given to players if they are in the world
- increased the hitbox of the sculk laser from odium
- every spore creature now has totally hollow eyes
- Removed the special texture gorgons had
- Every single special vigil eye dropped from a special fight now has an enchanting overlay and they are also immune to fire
- Brought back the Hohlfresser as a possible calamity the proto might spawn, good luck, player
- removed the function that made ice reagents disappear from the inventory of players
- removed the recipe for cryo reagents
- Arena Tendrils/Challenge Watchers no longer give cryo reagents, same with frozen tumors
- increased the range of the cryo and sub zero swords
- Removed the ice reagent create recipe
- changed a bit the recipe for ice bombs, it now uses redstone instead of gunpowder
- spray usurpers now despawn instead of dying when exploding
- Hivetumors can now spread evolveds and hypers, though to a much lesser extent than protos
- inf constructs have their ai fixed
- changed the proto linking range to 200 blocks: 300 -> 200
- guardians are now able to destroy boats
- the midnight ordeal now gives 5 extra corruption points to the player
- protos will now die after doing the midnight raid, letting other protos take her place
- deleted the extra F_F scoreboard, protos dont need it beacuse they now just die once reaching the final midnight raid
- The chance for the death of a linked evolved infected to trigger the hivemind has been decreased
- snow golems now destroy spore foliage
- snow golems weaken spore mobs that are close to them
- snow golem spawn eggs are now craftable
- reduced the max scent number to 10
- added back the old F_F generation to protos
- F_F's now make it so that the world modifier stays active for 45 minutes
- F_F's spawned by protos now have a hivetumor in the top of the structure
- F_F's spawned by the proto will have a whole lot of outpost watchers
- removed the special texture of the Nunny Protos
- the freeze damage from soulfreeze is now instant
- reduced the vision of outpost watchers 100 -> 80
- increased the max frostbite level of soulfreeze II by 1
- Repurposed frozen tumors. Now they have a different texture, recipe and name
- reduced how many experience points you get from smelting amethyst blocks
- Made the end lab structure more rare
- improved the loot in the end lab and in the old growth taiga lab
- Fixed the milling amethyst not working through the use of a Miller in Create mod.
- Changed a bit the second phase of the guardians, after they reach half health, they become more aggressive
- odium second phase no longer has the laceration attribute, instead it will have high levels of strength
- The dream sequence now takes a bit longer to fully load the house, meaning that now that house shouldn't spawn in the overworld when playing in servers
- fixed the bug that made the music of a guardian stay even when killing him
- now the only two mobs immune to mycelium infection are foxes and snow golems
- changed the recipe of sub zero and cryo armor/Weapons
- Added the Frostwerfer
- Added two new items; Reinforced Compound Plate and Diamond Compound Plate
- Added a custom Creative Tab with the new aforementioned items, and also for all the EGO weapons
- Changed the recipes for a bunch of items
- Buffed ice bows
- Added a JEI compatibility for the new aforementioned items
- Changed most of the advancments descriptions in order to say what every item does instead of saying their recipe
- THX a lot to the Number 1 fluff lover Cinnabun for helping with the custom mod items, he made a flufftastic job XD
spore 2.2.0j or 2.2.0i needed for this mod to work
- Proto Hiveminds will now remove overgrown spawners in a 150 x 150 area around themselves when they spawn and at the end of their lifespan. This is to help clear overgrown spawner lag
- Added back the music to the main pack
- Increased the kill requirement for Reconstructed Minds to evolve to a Proto to 3500
- Infected humans are now able to break crusted bile
- Increased the freezing time of the sub zero core
- Overcharged calamities are now locked behind world corruption and special raids
- Reduced the spread of the infection, now protos will only chunkload an area of 500 x 500 blocks, reduced the amount of wastes biome a proto is able to generate, reduced the spread distance of mounds, evolveds, hyper evolveds and structures generated by protos.
- Added lobotomy corporation music
- changed the recipe of the mimicry knife
- reduced the frequency of the generation of biomass towers
- overcharged calamities no longer have speed II
- Nerfed the debuffs that spore foods give the player
- Nerfed the mimicry greatsword, it now gives resistance 1 instead of resistance 2
- Nerfed the mimicry rapier, now it will delete a 60% of the armor of enemies instead of a 100%
- Buffed the mimicry axe, you now get more saturation when killing a mob
- Added the mimicry saber
- Added the mimicry shovel
- Added the ####### #########
- Now, if players are near each other while in an ordeal, they will receive the ordeal message, as well as the achievement.
- Added a new function that deletes items like saplings, bamboo, wheat seeds and others in order to reduce the lag that living item entities caused when the infection destroyed them
- Overcharged calamities are now bigger than normal calamities.
- added a crafting recipe for innards
- added a recipe for organite blocks
- added a recipe for biomass lumps
- added a recipe for overgrown spawners
- added a recipe for hive spawns
- added the old growth spruce taiga (Thanks a lot to lev0u for making this wonderful structure!)
- outpost watchers and organite blocks now get removed by CDUs(i swear to god i wont change this in next version)
- Buffed the damage of the mimicry bow
- Added the cold ocean lab, thx a lot to ileven_game for this beautiful structure!
- Added a special bunker structure for snowy taigas, thx a lot to manticore enjoyer for the RADICAL structure!
- Reworked the ice bombs into cryo grenades, now they have a different crating recipe and they have their own custom mod item (Thanks a lot to Cinnabun0305 for this change, he's the number one fluff lover!)
- Totally revamped the final events of the mod, i hope you the best of luck fighting the guardians
- Tweaked the recipe of Cryo and Sub Zero Chestplates
- Cryo and Sub Zero Chestplates now only generate snow particles if Spore Mobs are too close
- Cryo and Sub Zero Chestplates now have the ability to work like a jetpack-- press shift while in the air to levitate upwards
- Cryo Chestplates can now kill Tendrils
- Sub Zero Chestplates can now kill Scents
- Zohalics and Incubators are now immune to the block infection
- Revamped the water infection
- Infected Drowned will turn into Infected Humans if they stay exposed to the air, and Infected Humans will turn into Infected Drowned if they stay in the water
- The music for the mod has been moved to a different resource pack
- Spore Mobs now won't get Symbiosis when the world reaches 80% corruption, they will instead get Resistance I
- Calamities now need 750 Kill Points to become Overcharged
- Overcharged Calamities can no longer have the Grinding and Corrosive Attributes, but they now have Speed II
- Lowered the strength of the Laceration Attribute for Calamities
- Scampers now try to ride Naiads
- Removed Vanguards from the list of mobs that Proto Hivemindss can spawn
- Proto Hiveminds can now spawn and spread Bloaters and Naiads
- Remade the mini Outpost Watcher structure
- Added the Desert Lab structure, thanks to ileven_game for creating it!
spore 2.2.0j or 2.2.0i needed for this mod to work
thx a lot to hiddenhamlet for fixing gramaticall errors in the changeload!
- mimicry weapons no longer gives strength
- mimicry weapons now each have their own proper stats instead of just having very high sharpness levels
- added some extra abilities to some mimicry weapons
- replaced animals and other entities turning into lickers, now they will turn into claws, claws turns into infected remains after some seconds
- most infected parts can now be turned into biomass
- now the arrow recipes are correctly shown in the crafting recipe menu
- changed the recipe of the mimicry scythe
- fixed the noon ordeal not working right
- vanguards are now considered living entities, meaning they get damaged by starvation
- changed every mimicry weapon/armor recipe, you now need a surgery table to craft them(you cant increase the attacks of the weapons with agents, however, you CAN increase the durability/enchantability)
- biomass now gives 10 seconds of regeneration 1
- reworked the effects that the corruption levels give to infected
- added 5 new surgery table recipes that give you special types of syringes, those syringes are able to give the player permanent buffs
- added new special abilities to the mimicry greatsword, pickaxe, bow and crossbow
- improved greatly the loot from end labs
- end labs are way harder to find
- fixed a bug that made infected humans spawn in nether and end labs
- deleted the mimicry weapons/armor tab in the config menu
- now you get the mimicry weapons/armors advancements when using the weapons rather than when crafting them
- having full set of mimicry armor will give you permanent madness II
- mimicry armor now has symbiotic reconstruction II, unbreaking X and curse of binding
- mimicry shields can now block spray usurpers vomit balls
- spray usurpers now explode after a small gap of time
- now you won't receive debuffs when flying to high in that place
- reduced the amount of hunger you get when using the mimicry shield
- improved a lot the final Rednight battle
- the player now gets hero of the village 1 when corruption level 1 is reached
- raiders will stop attacking the player after the corruption level 2 is reached
- added some extra compatibility with guard villagers, now they will delete the foliage that is close to them and they will be peaceful towards raiders after level 2 of corruption is reached
- guns now have double the damage, but they have a lot less durability
- changed some create biomass recipes making them require biomass blocks instead of just biomass
YOU ACTUALLY DONT NEED TO DOWNLOAD THE CONFIGS FROM THIS VERSION ONWARDS, NOW THEY INSTALL AUTOMATICALLY THX TO VISTEUS!
spore 2.2.0j or 2.2.0i needed for this mod to work
- inquisiton is officially no longer a datapack(1.21.1), from now on inquisition versions will only be released as the mod version.
- maids from touhou little maid will also be able to delete bile
- nukes are now able to delete bile in a 100 block radius from where they exploded
- organite blocks are once more not able to be removed by the cdu
- now calamities need 500 kills to turn into overcharged calamities
- added a new name to the infected player name pool
- added a config file for spore inquisition 1.21.1 mod version, thx a lot to visteus for doing the config!
- now if you use the mod version the configs will be automatically installed, again, thx a lot to visteus for helping with this!
- now recipes no longer show up as just knowlage books, now they look like real items in the crafting recipe menu, for the third time, thx a lot to visteus for this great changeload
- optimized the finalitas sequence of the mod, making it way less performance heavy, and for the fourth and final time, thanks to visteus for the change!
- now hivetumors wont age up
- changed some music behavior related to the final battle
- ???
- removed overcharged evolveds
- fixed a bug regarding too many hypers, now there wont be any more natural hyperevolveds, the only hypers will be spawned by protos
- updated to spore 2.2.0i
- added a general config command for the mod "/function inqui:0_config"
- removed some specific tracks
- added a lot of new tracks
- changed the biome of the dream event to the wastes biome
- fixed a bug with the advancments
- added the warped laboratory
- added 2 extra special abilities to a secret weapon
- added extra corruption interactions, for example, on level 1 of corruption infecteds will become able to breath underwater(this doesnt include calamities, they wont get the special effects until the last level of world corruption)
- now mimicry armor is enchanted with unbreaking 5 and symbiotic reconstruction, just like most mimicry weapons!
- gorgons no longer are spawned by protos or are a posible evolution of inf humans
- protos can now spread the new jahd hyperevolution
- made cryo armor cheaper
- updated to spore 2.2.0i
- added a general config command for the mod "/function inqui:0_config"
- removed some specific tracks
- added a lot of new tracks
- changed the biome of the dream event to the wastes biome
- fixed a bug with the advancments
- added the warped laboratory
- added 2 extra special abilities to a secret weapon
- added extra corruption interactions, for example, on level 1 of corruption infecteds will become able to breath underwater(this doesnt include calamities, they wont get the special effects until the last level of world corruption)
- now mimicry armor is enchanted with unbreaking 5 and symbiotic reconstruction, just like most mimicry weapons!
- gorgons no longer are spawned by protos or are a posible evolution of inf humans
- protos can now spread the new jahd hyperevolution
- made cryo armor cheaper
- updated to spore 2.2.0i
- updated to spore 2.2.0i
- C.D.U's are able to destroy Organite blocks once more
- Mimicry weapons no longer give resistance 1
- Proto Hiveminds can now instantly convert a large surface area of water into crusted bile. Having a range of 250x250 blocks.
- Mounds and Gastgebers can now easily transform water and bile into crusted bile
- Added the tenth mimicry weapon
- Wearing cryogenic armor no longer deletes spore related equipment from your inventory
- Wearing cryogenic armor will give you debuffs when holding a spore weapon
- Mounds will no longer generate Wall Fleshy Growths and Vocal Growths
- Revamped the textures of most 3d spore foliage for optimization purposes(only mod version)
- Infected no longer give wither to some mobs like zombies/endermen
- Infected will now attack and turn zombies, skeletons and other creatures into infected
- Proto Hiveminds are now able to convert the biome they're in into the 'wastes' biome.
- Removed the restriction to harvest bile with a bucket
- Optimized the Claw and Licker functions
- Removed the 20% damage reduction infected had
- Proto Hiveminds will create a new biomass tower to propagate the infection. Thanks to Gastgebers and an Inquisitor
- If Rednight dies there will be a mound to replace him every 30 mins
- Fixed the bug that made Rednight die if you reloaded the datapacks
- Changed the attributes of the wastes biome.
- Raids from a Vigil will no longer have scampers on the first wave.
- Decreased the duration of Scents.
- claws will now despawn instead of dying when they turn into remains
- Fixed a bug where Subzero armor could only be crafted one time.
- Removed Fungal Clamps from the base foliage
- Removed Bioblobs from the spawnpoll of protos and the evolution poll from infected. Also reverted back its stats
- Proto Hiveminds are now able to spawn Gastgebers periodically
- Added beds to the infection mechanism, they will now turn into biomass blocks
- Reconstructed minds are now hidden in a special structure, making them more easy to spot and destroy
- Added an exception to mycelium slabs in the block conversion, they will no longer turn into full mycelium blocks
- The 'wastes' biome generated by Proto Hiveminds will inflict; Marker, Mycelium Infection, and Uneasy to mobs inside the biome.
- Now the SZC(Sub Zero Core) will convert the biomes into the Snowy taiga biome
- Added warning sounds at the prelude of an upcoming ordeal.
- Increased the range of the acid cloud of a special weapon
- Now the foliage destruction from mimicry weapons happens once every tick instead of once every second, making it much more efficient.
- Added back the rejuvenation and laceration attributes to overcharged calamities
- Added extra effects to the Sub Zero Armor
- Reduced the max number of organoids by 25
- Added a new structure in the End Dimension: End Laboratory
- Changed the recipe of the nuke
- Added a new structure in the Nether Dimension: Nether Laboratory
- Endermen now turn into lickers
- Packed ice and Blue ice will no longer convert to air when being infested.
- Added back the compatibility with incendium weapons
- Buffed most incendium weapons and fixed a bug with the code
- Buffed the CCS(Cryo Combat Sword)
- Added a crafting table recipe for the P.C.I(Portable Cryogenic Injector)
- Changed the recipe of ice swords
- Added a new ice weapon
- Added a new exclusive enchantment: Soul Freeze
- Now only the chestplate of both sub zero and cryo armor will generate particles
- Added an extra mechanic to a special bossfight
- Mimicry weapons now give hunger 3 instead of 5 but give less potent buffs
- Added the eleventh mimicry weapon
- ???
- music(Full credits to desolo zantas for the music)
- C.D.U's are able to destroy Organite blocks once more
- Mimicry weapons no longer give resistance 1
- Proto Hiveminds can now instantly convert a large surface area of water into crusted bile. Having a range of 250x250 blocks.
- Mounds and Gastgebers can now easily transform water and bile into crusted bile
- Added the tenth mimicry weapon
- Wearing cryogenic armor no longer deletes spore related equipment from your inventory
- Wearing cryogenic armor will give you debuffs when holding a spore weapon
- Mounds will no longer generate Wall Fleshy Growths and Vocal Growths
- Revamped the textures of most 3d spore foliage for optimization purposes(only mod version)
- Infected no longer give wither to some mobs like zombies/endermen
- Infected will now attack and turn zombies, skeletons and other creatures into infected
- Proto Hiveminds are now able to convert the biome they're in into the 'wastes' biome.
- Removed the restriction to harvest bile with a bucket
- Optimized the Claw and Licker functions
- Removed the 20% damage reduction infected had
- Proto Hiveminds will create a new biomass tower to propagate the infection. Thanks to Gastgebers and an Inquisitor
- If Rednight dies there will be a mound to replace him every 30 mins
- Fixed the bug that made Rednight die if you reloaded the datapacks
- Changed the attributes of the wastes biome.
- Raids from a Vigil will no longer have scampers on the first wave.
- Decreased the duration of Scents.
- claws will now despawn instead of dying when they turn into remains
- Fixed a bug where Subzero armor could only be crafted one time.
- Removed Fungal Clamps from the base foliage
- Removed Bioblobs from the spawnpoll of protos and the evolution poll from infected. Also reverted back its stats
- Proto Hiveminds are now able to spawn Gastgebers periodically
- Added beds to the infection mechanism, they will now turn into biomass blocks
- Reconstructed minds are now hidden in a special structure, making them more easy to spot and destroy
- Added an exception to mycelium slabs in the block conversion, they will no longer turn into full mycelium blocks
- The 'wastes' biome generated by Proto Hiveminds will inflict; Marker, Mycelium Infection, and Uneasy to mobs inside the biome.
- Now the SZC(Sub Zero Core) will convert the biomes into the Snowy taiga biome
- Added warning sounds at the prelude of an upcoming ordeal.
- Increased the range of the acid cloud of a special weapon
- Now the foliage destruction from mimicry weapons happens once every tick instead of once every second, making it much more efficient.
- Added back the rejuvenation and laceration attributes to overcharged calamities
- Added extra effects to the Sub Zero Armor
- Reduced the max number of organoids by 25
- Added a new structure in the End Dimension: End Laboratory
- Changed the recipe of the nuke
- Added a new structure in the Nether Dimension: Nether Laboratory
- Endermen now turn into lickers
- Packed ice and Blue ice will no longer convert to air when being infested.
- Added back the compatibility with incendium weapons
- Buffed most incendium weapons and fixed a bug with the code
- Buffed the CCS(Cryo Combat Sword)
- Added a crafting table recipe for the P.C.I(Portable Cryogenic Injector)
- Changed the recipe of ice swords
- Added a new ice weapon
- Added a new exclusive enchantment: Soul Freeze
- Now only the chestplate of both sub zero and cryo armor will generate particles
- Added an extra mechanic to a special bossfight
- Mimicry weapons now give hunger 3 instead of 5 but give less potent buffs
- Added the eleventh mimicry weapon
- ???
- music(Full credits to desolo zantas for the music)
CHANGES 1.20.1:
- fixed the bug that made rednight despawn from time to time + added changed some things to prevent that from ever happening.
- The game spawns some mini mounds from time to time if it detects that rednight was killed in a ilegitimate way
- Rednight will now tp to Y 2000 every hour or so
- increased the size of rednight
- finalitas is no longer obtained by killing the rednight in the overworld
CHANGES 1.20.1:
- fixed the bug that made rednight despawn from time to time + added changed some things to prevent that from ever happening.
- The game spawns some mini mounds from time to time if it detects that rednight was killed in a ilegitimate way
- Rednight will now tp to Y 2000 every hour or so
- increased the size of rednight
- finalitas is no longer obtained by killing the rednight in the overworld
CHANGES 1.20.1:
- updated to spore 2.2.0h
- dream only happends once
- updated some tags and functions to work with inqui 2.2.0g
CHANGES1.21.1:
- updated to spore 2.2.0h
- mobed the frezed biomass deletion command to another function, giving more time for it to work
- szc now changes the weather to thunder once it explodes
- szc now kills every itme in the world after it explodes
- szc now deletes all spore blocks instead of turning them into pakced ice
- added the eigth mimicry weapon
- rednight cries more
CONFIG CHANGES
None, there is no need to redownload the config this time
CHANGES 1.20.1:
- updated to spore 2.2.0h
- dream only happends once
- updated some tags and functions to work with inqui 2.2.0g
CHANGES1.21.1:
- updated to spore 2.2.0h
- mobed the frezed biomass deletion command to another function, giving more time for it to work
- szc now changes the weather to thunder once it explodes
- szc now kills every itme in the world after it explodes
- szc now deletes all spore blocks instead of turning them into pakced ice
- added the eigth mimicry weapon
- rednight cries more
CONFIG CHANGES
None, there is no need to redownload the config this time
CHANGES 1.20.1:
- updated to spore 2.2.0h
- dream only happends once
- updated some tags and functions to work with inqui 2.2.0g
CHANGES1.21.1:
- updated to spore 2.2.0h
- mobed the frezed biomass deletion command to another function, giving more time for it to work
- szc now changes the weather to thunder once it explodes
- szc now kills every itme in the world after it explodes
- szc now deletes all spore blocks instead of turning them into pakced ice
- added the eigth mimicry weapon
- rednight cries more
CONFIG CHANGES
None, there is no need to redownload the config this time
CHANGES 1.20.1:
- updated to spore 2.2.0h
- dream only happends once
- updated some tags and functions to work with inqui 2.2.0g
CHANGES1.21.1:
- updated to spore 2.2.0h
- mobed the frezed biomass deletion command to another function, giving more time for it to work
- szc now changes the weather to thunder once it explodes
- szc now kills every itme in the world after it explodes
- szc now deletes all spore blocks instead of turning them into pakced ice
- added the eigth mimicry weapon
- rednight cries more
CONFIG CHANGES
None, there is no need to redownload the config this time
please redownload the configs
DATAPACK CHANGES:(all of these changes only apply to mc 1.21.1, mc 1.20.1 will no longer have any new features, the 1.20.1 is just a port that makes it work with 2.2.0g)
- added some changes to certain structures and tried to give some extra lore to REDNIGHT
- szc reduce the world infection a considerable amount
- nukes reduce world corruption in a very small amount
- deleted the whole teleport away from the start, instead now the spawnradius has been increased to 1500 blocks
- killing the overworld rednight by external means wont stop/delete the infection
- added extra flavor to some extructures
- bringed back the minigun usurperer
- compresed advancments a lot
- improved the looks of most advancments
- added the offerings, u can learn about them in the advancments menu
- addded a warning for the eclipse ordeal
- added a compatibility with legendary survival
- now scampers spawned from mounds are stronger
- age 3 mounds will no longer spawn so many scampers when their life timer runs out
- scampers now take 100 less seconds to evolve
- increased the max world corruption you need to reach before switching phases
- rednight will tp to the spawn chunks once every 30 mins
- increased a bit the size of rednight
- added naked textures to some infecteds(mod ver only)
- changed the motion of water mounds for a factor of -0.4
- added a tip in advancments to prevent players from using lab armor and spore weapons at the same time
- reduced the spawn radious to 1000 blocks
- added the ice bomb
- rednight now its a bit bigger and stronger
- deleted the extra resistance effect from a special fight
- fixers no longer drop the big nuke
- fixer now spawn in level of corruption 1 instead of 2
- the dream will only happend once per player
- improved the dream structure
- proto mob spread highly changed
- added some different textures to some evolveds
- bioblobs are now considered evolveds
- spitter no longer turn into bioblobs when getting a lot of kills
- added the eight mimicry weapon
- fixed some bugs regarding rednight
CONFIG CHANGES
- removed the witch organoid from the pool that the proto can spawn
- squids and glow squids now turn into lickers
- scents only default spawn has become infected humans
- changed the evolution spread of inf humans
- hypers now get back its block destruction of 3
- vigil raidss and arena tendrils now spawn different mobs
- nerfed bioblobs health
please redownload the configs
DATAPACK CHANGES:(all of these changes only apply to mc 1.21.1, mc 1.20.1 will no longer have any new features, the 1.20.1 is just a port that makes it work with 2.2.0g)
- added some changes to certain structures and tried to give some extra lore to REDNIGHT
- szc reduce the world infection a considerable amount
- nukes reduce world corruption in a very small amount
- deleted the whole teleport away from the start, instead now the spawnradius has been increased to 1500 blocks
- killing the overworld rednight by external means wont stop/delete the infection
- added extra flavor to some extructures
- bringed back the minigun usurperer
- compresed advancments a lot
- improved the looks of most advancments
- added the offerings, u can learn about them in the advancments menu
- addded a warning for the eclipse ordeal
- added a compatibility with legendary survival
- now scampers spawned from mounds are stronger
- age 3 mounds will no longer spawn so many scampers when their life timer runs out
- scampers now take 100 less seconds to evolve
- increased the max world corruption you need to reach before switching phases
- rednight will tp to the spawn chunks once every 30 mins
- increased a bit the size of rednight
- added naked textures to some infecteds(mod ver only)
- changed the motion of water mounds for a factor of -0.4
- added a tip in advancments to prevent players from using lab armor and spore weapons at the same time
- reduced the spawn radious to 1000 blocks
- added the ice bomb
- rednight now its a bit bigger and stronger
- deleted the extra resistance effect from a special fight
- fixers no longer drop the big nuke
- fixer now spawn in level of corruption 1 instead of 2
- the dream will only happend once per player
- improved the dream structure
- proto mob spread highly changed
- added some different textures to some evolveds
- bioblobs are now considered evolveds
- spitter no longer turn into bioblobs when getting a lot of kills
- added the eight mimicry weapon
- fixed some bugs regarding rednight
CONFIG CHANGES
- removed the witch organoid from the pool that the proto can spawn
- squids and glow squids now turn into lickers
- scents only default spawn has become infected humans
- changed the evolution spread of inf humans
- hypers now get back its block destruction of 3
- vigil raidss and arena tendrils now spawn different mobs
- nerfed bioblobs health
please redownload the configs
DATAPACK CHANGES:(all of these changes only apply to mc 1.21.1, mc 1.20.1 will no longer have any new features, the 1.20.1 is just a port that makes it work with 2.2.0g)
- added some changes to certain structures and tried to give some extra lore to REDNIGHT
- szc reduce the world infection a considerable amount
- nukes reduce world corruption in a very small amount
- deleted the whole teleport away from the start, instead now the spawnradius has been increased to 1500 blocks
- killing the overworld rednight by external means wont stop/delete the infection
- added extra flavor to some extructures
- bringed back the minigun usurperer
- compresed advancments a lot
- improved the looks of most advancments
- added the offerings, u can learn about them in the advancments menu
- addded a warning for the eclipse ordeal
- added a compatibility with legendary survival
- now scampers spawned from mounds are stronger
- age 3 mounds will no longer spawn so many scampers when their life timer runs out
- scampers now take 100 less seconds to evolve
- increased the max world corruption you need to reach before switching phases
- rednight will tp to the spawn chunks once every 30 mins
- increased a bit the size of rednight
- added naked textures to some infecteds(mod ver only)
- changed the motion of water mounds for a factor of -0.4
- added a tip in advancments to prevent players from using lab armor and spore weapons at the same time
- reduced the spawn radious to 1000 blocks
- added the ice bomb
- rednight now its a bit bigger and stronger
- deleted the extra resistance effect from a special fight
- fixers no longer drop the big nuke
- fixer now spawn in level of corruption 1 instead of 2
- the dream will only happend once per player
- improved the dream structure
CONFIG CHANGES
- removed the witch organoid from the pool that the proto can spawn
- squids and glow squids now turn into lickers
- scents only default spawn has become infected humans
please redownload the configs
DATAPACK CHANGES:(all of these changes only apply to mc 1.21.1, mc 1.20.1 will no longer have any new features, the 1.20.1 is just a port that makes it work with 2.2.0g)
- added some changes to certain structures and tried to give some extra lore to REDNIGHT
- szc reduce the world infection a considerable amount
- nukes reduce world corruption in a very small amount
- deleted the whole teleport away from the start, instead now the spawnradius has been increased to 1500 blocks
- killing the overworld rednight by external means wont stop/delete the infection
- added extra flavor to some extructures
- bringed back the minigun usurperer
- compresed advancments a lot
- improved the looks of most advancments
- added the offerings, u can learn about them in the advancments menu
- addded a warning for the eclipse ordeal
- added a compatibility with legendary survival
- now scampers spawned from mounds are stronger
- age 3 mounds will no longer spawn so many scampers when their life timer runs out
- scampers now take 100 less seconds to evolve
- increased the max world corruption you need to reach before switching phases
- rednight will tp to the spawn chunks once every 30 mins
- increased a bit the size of rednight
- added naked textures to some infecteds(mod ver only)
- changed the motion of water mounds for a factor of -0.4
- added a tip in advancments to prevent players from using lab armor and spore weapons at the same time
- reduced the spawn radious to 1000 blocks
- added the ice bomb
- rednight now its a bit bigger and stronger
- deleted the extra resistance effect from a special fight
- fixers no longer drop the big nuke
- fixer now spawn in level of corruption 1 instead of 2
- the dream will only happend once per player
- improved the dream structure
CONFIG CHANGES
- removed the witch organoid from the pool that the proto can spawn
- squids and glow squids now turn into lickers
- scents only default spawn has become infected humans
Changes:
- added the good ending
Changes:
- added the good ending
Changes:
- added the good ending
Changes:
- added the good ending
- changed the eclipse raid, now only 3 calamities will attack you instead of 9!
- eclipse raids will require more world corruption till they are able to happend
- added the seventh mimicry weapon
- increased the spread in a certain structure
- added some extra drops to flesh lumps
- tweaked a bit a special structure
- vigils are no longer generated in #########
CONFIG CHANGES
- hive spawns now take 250 more kills to create a proto/outpost watcher, making the total count of kills 2500
- buffed the drops of organite blocks