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Mineforgian

Spore inquisition

A MC datapack that changes in interesting ways how you play fungal infection spore, making it spread like the flesh that hates

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4 июля 2026 г.
Лицензия
MIT

Опубликован 23 марта 2025 г.

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

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 @chocola_P and 幽恒Apex_Sanctum for the new cover!

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.

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.

  • 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 some conditions are meet

  • 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 ordeals from time to time, a proto can send him raids and start an infection anywhere there if given enought time.

  • 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.

  • the more protos you have in your world, the more mounds and raids u will get

  • completly rewamped the block infection mechanics of the mod, now most blocks turn into biomass/mycelium blocks and its variants

  • 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

  • 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 10 protos to activate the proto world modifier.

  • foods now give some specila nerfs and buffs

  • if u install this mod, all spore structures will have an abandoned look

  • 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 and calamities are able to spawn mounds after some time has passed.

  • to avoid lag problems, infected won't attack zombies, skeletons, creepers, spiders, endermans and zombiefied piglins

  • now the proto should not spawn undergroun

  • 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.

  • scampers try to avoid other infected, so they can spread more widely the infection

  • 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!

  • 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.

  • 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

  • new proto chunloader mechanic, this will make the infection spread with no players outside of spawnchunks

  • Now if u have the create mod installed, you will be able to use varius nuggets as amunition in potato canons

  • If u have create installed, a new type of laboratory will created in birch forests, THX to splashpaws for making the structure!

  • 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.

  • 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)

  • You can see how much the infection has spreaded or how many ordeals you have survived in the advancments tab of inquisition!

  • There is a secret final raid, the eclipse raid, but that raid only occurs on very specific circunstances.

  • each hour and thirty minutes a message will appear in your chat saying how infected is your world.

  • remaded the outpost watcher stucture

  • reworked overcharged calamities: now calamities need 500 kills instead of 200 to become overcharged, but when becoming overcharged, they become a lot stonger

  • added back hospitals, churchs(variant1), mines, cathedral, and iceberg mines to the world generation with an abandoned look

  • new cheap ice weapons to fight infecteds in the early game

  • 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

  • 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

  • added the mimicry weapons(lob corp reference xD), stronger versions of spore weapons/tools crafted with reforged biomass

  • 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)

  • added special arrows to fight off the infection!(only for mc 1.21.1)

  • 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 thi mod where created by desolo zantas, pls, check out his works:

YT CHANNEL

Inquisition discord server in case you have any doubts on how the mod works:

Inquisition help center

Ченджлог

INQ_4.1Релиз1.21.1 · 4 июля 2026 г.

CHANGES 1.21.1: 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
INQ_3.1Релиз1.21.1 · 28 июня 2026 г.
  • 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
INQ_3.1Релиз1.21.1 · 28 июня 2026 г.
  • 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
INQ_3.1.0Релиз1.20.1 · 28 июня 2026 г.
  • updated to spore 2.2.0i
INQ_3.1.0Релиз1.20.1 · 28 июня 2026 г.
  • updated to spore 2.2.0i
INQ_3.0Релиз1.21.1 · 18 июня 2026 г.

CHANGES:

  • 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)
INQ_3.0Релиз1.21.1 · 18 июня 2026 г.

CHANGES:

  • 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)
INQ_2.9.8Релиз1.20.1 · 31 мая 2026 г.

YOU NEED THE VERSION OF SPORE 2.2.0h IF YOU WANT THIS MOD TO WORK FINE

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

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