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ВЕРСИИ (7)
release
Sporeadds 2.2.1
2.2.12 окт. 2026 г.475Minecraft: 1.20.1forge
Что нового
Fixed incompatibility with dedicated servers due of the release of the 2.2.0 version
release
Sporeadds 2.2.0
2.2.030 сент. 2026 г.88Minecraft: 1.20.1forge
Что нового
**Survivors Rework and some tweaks update**
**Medic:**
New action wheel for the injector: pick effects much faster.
No longer has a backpack.
The gas mask now gives 4 armor and 3 armor toughness.
New unique item: Throwable Bandages, can be used as a projectile to heal others, or used on yourself to selfheal. Crafted with 1 wool.
The injector now also cures the Dissolution effect and 1 amplifier of the Mangled effect.
Can see entities within a 32-block radius with less than 90% HP through walls, color-coded by their HP%.
2 new unique skills:
Defibrillate: applies the Delayed Defibrillation effect to the lowest-HP non-spore entity within a 4-block radius (entities with the effect show visible electric sparks as indicator). If that entity was going to die, instead of dying it triggers a shockwave (40 damage in a 3-block radius) and is healed back to full HP, receiving the Postmortem effect for 150s (reduces its attack damage by 5 and its speed/movement by 40%). 80-second cooldown.
Self Defibrillate: only visible and usable below 30% HP. A last resort minigame: click the correct icon out of 75 fake ones within a 3-second timer. While the minigame is active, incoming damage is reduced by 80%. On success, the normal Defibrillate effect triggers. If the timer runs out, the wrong icon is clicked, or the user dies from another cause in the meantime, the shockwave still happens but the user dies anyway if they'd also recently been attacked by a spore infected before dying, instead of dying they turn into an infected Conductor keeping all their armor, and getting 60 seconds of the Delayed Defibrillation effect.
**Ghost:**
No longer turns invisible while crouching.
No longer applies Slowness III on backstab.
Now requires a weapon to backstab.
Now executes non-player entities on backstab if they're left with less than 20 HP after the hit; one-shotting a mob this way doesn't alert its allies, letting you clear a whole wave without being noticed.
2 new unique skills on the action wheel:
Disguise: Ghost becomes completely invisible (including armor and items) and can move and jump freely, but has a visual bush disguise other players might notice. In this state, just like the old crouch invisibility, it's completely invisible to mobs unless they touch the player or get attacked by them. Backstab damage multiplier goes up from x2 to x3 and also applies the Critical Wound effect (reduces movement speed by 30% and outgoing damage by 40% for 30s); all ranged damage is increased by 50%, making the class exceptionally good at long range combat and crippling strong entities. Can be cancelled with the same skill; 20 second cooldown. Also cancels when taking damage if that damage comes from an entity, it additionally applies the Ambushed debuff for 10s (greatly reduces your movement speed and damage, and amplifies incoming damage by x2).
Decoy: Ghost summons a bush-shaped decoy at its position. If a Ghost player with the bush disguise is detected by a mob within the decoy's 20 block radius, the mob aggros the decoy instead. The decoy is destroyed by any attack that hits it; if that attack was melee, the attacker gets heavily poisoned for 30s (amplifier 3). Up to 20 decoys can exist at once. Useful for avoiding the punishment when detected, or for distracting and ambushing players.
Bucket of remains item now removes aggro from all the entities that were targeting the player on use.
(some) Kommandant changes:
Biomass gained from eating other infected has been reduced to 2-3 (Infected) and 3-4 (Evolved), and now only gives 1 biomass for any infected summoned via skill 8 this was done to prevent infinite biomass.
Now drops loot based on level and variant.
Minor text fixes.
Added a cooldown of 0.2 seconds for eating remains.
**Scientist:**
New item: Scalpel, crafted with 2 iron, and Scientist starts with one. A low damage weapon that unlocks data from spore infected: 1 data per hit, 10 data per kill with it.
2 new skills:
Field Research: a book containing every spore entity killed by the user, the data gained from each, and the upgrades obtained that way. Entities are split into 4 rarity tiers; once an entity meets the threshold (tier 1: 20 kills/500 data, tier 2: 10/250, tier 3: 5/125, tier 4: 2/50) it becomes "prestiged" (see below). Accessible anytime, no cooldown.
Expose Weakness: a 32-block radius scan that only works on entities the player has killed at least once before. Entities hit by the scan get the Exposed Weakness effect, which reveals weakpoints hitting them deals bonus damage based on the total data/kills earned by EVERY Scientist player on the server (soft-capped every 200 data; extra damage caps at 20). Additionally, killing a "prestiged" entity via a weakpoint hit drops double loot. 15-second cooldown.
**Berserker:** (formerly Slasher)
The Slasher class has been rewritten and renamed to Berserker. Reinforced Combat Chains is now, by default, Berserker's class item.
3 skills on the action wheel:
Counter: on activation, the next hit taken within the following 0.5s is completely negated if it's melee, 50% of that damage is reflected back at the attacker; if it's a projectile, it's redirected straight back at whoever fired it at the same speed. If no hit lands in time, the skill fails and goes on a 5-second cooldown; if it successfully repels something, the cooldown scales with the damage repelled instead (minimum 1s).
Claws of Brutality: a "Brutality" counter builds up from damage the Berserker deals to other entities (decays if 20s pass without a hit). Once it reaches 200 it can be activated: while active, every bare handed hit deals 12 damage and the counter drains on its own, deactivating once it hits 0 (120-second cooldown). Can also be deactivated manually early, keeping half the remaining counter in exchange for a proportionally shorter cooldown.
Compounds: opens an inventory where the Berserker can slot up to 9 types of "syringes" that modify Claws of Brutality while it's active, with effects that scale by how many of each type are slotted: Reinforced reduces incoming damage, Skeletal grants movement speed and knockback resistance, Drowned grants water breathing and faster swimming, Vampiric heals on hit, Charred sets targets on fire and grants fire immunity to yourself, Calcified increases your hit's knockback, Bezerk adds bonus unarmed damage at the cost of draining the counter faster, and Toxic/Rotten apply Poison/Wither on hit.
Kommandant punishment system
Kommandant now has (by default, configurable) a punishment system: while at least 1 living Proto exists in their dimension and the player ignores a distress signal whether because the Proto spots a player at its location, or because the Kommandant attacks the Proto or a Womb they gain a punishment tier. At tier 3, the player dies instantly.
Misc fixes & reworks
Abyssal rain now applies Mycelium Infection.
Fixed: carrier bombs from the summoning menu weren't working properly.
Redesigned the charge bars for the Caustic and Gluttonous variants.
Reworked Kommandant Caustic's skill 13 (previously the shared Tumoroid Nuke): instead of an instant explosion, it now summons a mound that burrows up out of the ground (with a screen shake and digging sound). Once it surfaces, a gas cloud grows around it up to a 50 block radius over 10 seconds, then slowly shrinks away over several minutes (much faster if the mound gets killed early). While active, the cloud spreads acid pools across the ground beneath it, and any entity fully inside it has Dissolution and Corrosion continuously applied to them, plus Blindness if they're not on the spore team.
Abyssal's skill 13 now triggers a Mycelium storm.
Reworked Kommandant's caustic skill 9: activating it now fills the charged shot's bar and switches it into a "Spray Mode" while it lasts, it fires a stream of acid projectiles with their own properties (leave acid pools on the ground, apply stacking Dissolution and Corrosion, damage the target's inventory durability, and can be blocked with a shield at the cost of its durability) until the ammo runs out, at which point it reverts to the normal charged shot.
Reworked Kommandant's natural infection method, and its animation.
Redesigned the cocoon model and animation.
Origins is now an optional dependency the mod runs fully without it installed. Anything that used to require Origins (like syncing your Origin to your class) simply does nothing if it's absent, instead of failing to load.
Added a new inbook class description system: a redesigned Training Book that works like a vanilla written book, with an index of every enabled class (showing how many players currently have each one) and a dedicated, paginated detail screen per class covering its abilities and unique items, plus a "learn this class" option right there. Alongside it, a large number of new configuration options were added across nearly every system in the mod, with this you can cap the number of players that get a certain class when dissabling the origin but keeping the book as sole obtention method.
release
Sporeadds 2.1.0
2.1.020 авг. 2026 г.1,3 тыс.Minecraft: 1.20.1forge
Что нового
**Kommandant variants and visuals update**
-Added 3 new kommandant variants (Abyssal, Caustic, Gluttonous), these can be obtained in survival by using the new "Mutagenic compounds" dropped with a 1% chance whenever any kommandant kills another mob or crafted using mutation essences.
-Variants will have at least 4 new skills replacing the base ones, different stats, effect immunities, resistance to certain environments and a new special skill that can be used by pressing the key (x) by default, variants aren't stronger by default than the original type but they are much stronger in a specific scenario making them much harder to fight unprepared
-Natural armor regeneration for power 12 will now disable while starving
-Now entities with less than 4 hp only give 0.2 biomass when killed
-Now kommandant will lose oxygen at a 75% rate instead of 0%
-Night vision like system that adapts to the kommandant player light level to add visibility without being straight full bright
-Equalized kommandant stats to resemble those of a normal player at level 0
-Added new visual effects for kommandant players, the eyes type of said visuals can be changed using the command /eyes (glow/base) (0-4)
-Now anti logoff system for p13 works correctly, if the player leaves the game before receiving power 13 level penalty it will no longer be ignored
-Added mound terrariums to farm organoid membrane and other materials
-Added portable air purifier item to remove scents on a small radius
-Added raid controler block to start custom waves of infected to farm resources
-Added reinforced combat chains an item to prevent the target from running away while reducing their damage especified in killing calamities or kommandants by risking the life of the user who also wont be able to escape from the chains without releasing them
-Fixed small bugs and added descriptions to some items
-Updated compatibility with lastest spore version (mainly took me a while to make the Verfalldrache calamity controllable as a flying entity by power 7 when their wings are intact and a land only one while not)
(the translations to other languages for the last 3 items aren't done since those are items for the next version of the mod)
Also created a discord for the mod where you can suggest anything and i might make some polls,
also the next update will focus on survivors equipmente and rework of the origins/classes since now they lack quality in comparison to the kommandant one
release
Sporeadds 2.0.0
2.0.028 мая 2026 г.2 тыс.Minecraft: 1.20.1forge
Что нового
Massive Update
General, UI, and Configuration
Added a configurable Hide Origin option that restricts certain origins so they can only be assigned through /origin set.
About 95% of the mod’s text has now been fully translated into English, Spanish, Russian, French, Hindi, and Simplified Chinese.
The Kommandant GUI now includes a detailed description for every skill, visible when hovering over the selected skill.
The mod now includes a much larger config system, allowing extensive customization, such as locking certain items behind origin requirements permadeath conditions for kommandant and levels lost on death.
The biomass bar now displays a numeric value.
The biomass bar and armor bar are now configurable through the new client config file.
The right-side indicator that previously tracked player mounds has been removed and its information has been moved into the Skill 3 description.
Added keybinds for every skill.
Added a new config for the on death penalties of the kommandant
such as levels lost on death and if mounds of the skill 3 are requiered to respawn
Added descriptions for every usable item in the mod.
Added a new /sporeadds command to give or remove levels, biomass, and knowledge levels. Knowledge level defines the highest level the player can reach without needing special items, and by default it matches the highest level the player has ever reached.
Added an incomplete Kommandant variant that can be tested with /class (target) kommandant caustic. It includes a special corrosive spit attack bound to X by default.
Progression and Survival
Kommandant progression has been fully reworked. Instead of relying only on biomass, players must now collect special items for each level.
The biomass cost of each evolution, as well as the required evolution items, is now configurable in the new config file.
Once a level has been unlocked, those items are no longer required to evolve back into that level.
The Kommandant can now consume food items, biomass bulbs, and other spore mobs to recover saturation. By default, only biomass-related food is enabled, but this is fully configurable.
Biomass bulbs now grant 1 biomass when consumed.
The Kommandant now has a starvation mechanic similar to other spore mobs. When the food bar is empty, the player no longer takes normal starvation damage; instead, they receive the Starving effect and lose 1 biomass every 5 seconds. If no biomass is left, they take heavy starvation damage.
Cold biomes now drain the Kommandant’s hunger faster and can apply Frostbite up to amplifier 4.
Frostbite V now damages Kommandant players.
Snow golems now attack Kommandants.
Added a new config option that makes hostile mobs neutral toward the Kommandant by default.
Implants have now been fully fixed and can be configured to be dropped, removed, or kept on death.
Skills
Toggleable skills with conflicting actions will now attempt to resolve the conflict automatically. If one skill fails to use the input, the game will pass that input to the next valid active skill. For example, if Skill 2 cannot execute on an entity, Skill 4 will be attempted instead.
Skill 1 now uses an evolution timer equal to 30 seconds + (30 × (player level ÷ 3)).
Skill 1 now absorbs all damage from all harmful sources while the Kommandant is inside.
At level 9, Skill 1 can also be used as a powerful defensive skill lasting 30 seconds with a 1000 HP pool. If it is destroyed before the timer ends, the Kommandant receives strong debuffs. If it survives the full duration, the Kommandant gains Resistance II for 1 minute and 30 seconds.
Skill 2 now includes a right-click execution interaction on entities with less than 5 current HP. This is required to obtain certain evolution items in the default config.
Skill 3 mounds now properly load their chunk and are cleared correctly when they die or disappear.
Added the /mound command, which allows players to choose which mound acts as a spawn point, rename mounds, or remove them from the list.
Mounds created through Skill 3 now ignore the floor softness requirement.
Fixed Skill 3 mounds not working correctly across dimensions.
Skill 4 now grants ESP for nearby edible blocks while active.
Skill 4 now unlocks the /vervarequest command, allowing the player to call a verva to transport them to any of their Skill 3 mounds.
Skill 4 also unlocks a new summoning menu, allowing the player to summon specific spore mobs, organoids at level 5, and howitzer bombs at level 6.
Skill 5 now applies the same interaction logic to interactive blocks.
Skill 6 no longer grants Resistance above tier I. Instead, it now doubles the maximum HP increase buff when enhancing spore mobs.
Skill 7 omnidirectional movement has been fully reworked. Mounts now react to movement-related effects, flying mounts can be controlled in the air, water mounts are faster in water, and mounts gain Resistance I-II depending on Kommandant level.
Skill 8 has been fully reworked with a configurable pool and a new budget system, and it now works in the Nether.
Skill 9 is now required to obtain an evolution-related item on execution, with a 5% chance. It can also no longer generate biomass bulbs.
Skill 10 now applies Marker III and Glowing to affected players for 80 seconds, and Uneasy for 300 seconds. It also spawns a vigil near the player closest to the Kommandant.
Skill 11 has been fully reworked. Instead of spawning a normal burrower vigil variant, it now spawns a larger burrowed vigil with 120 base HP that scales with the number of protohiveminds in the world.
This new Skill 11 vigil has 70% cold resistance and scans every 15 seconds in a 15-block radius. The radius increases by an additional 15 blocks after each scan, up to a maximum of 150 blocks.
Players detected by the Skill 11 vigil receive Glowing and Marker I.
If a C.D.U. or Ultra Freezer is detected, the vigil has a 30% chance on each scan to place a jamming mound on top of it.
Jamming mounds are immune to cold damage, have high defense, and attempt to jam their assigned block every 25 seconds if they are not killed, making this vigil ideal for raids.
Skill 11 also unlocks a passive that automatically repels 30% of attacks from players affected by Uneasy.
Skill 11 unlocks another passive that notifies the player whenever a vigil spots another player and sends a transport verva to bring them to that location.
Skill 12 biomass armor is now affected by Regeneration and Resistance, and it also has an aura factor boss bar.
Skill 13 performance issues have been fixed. After the initial blast, it now leaves behind a lethal mycelium cloud for 1 minute in a 40-block radius, applying Exposed V.
World, Blocks, Items, and Interactions
Added recipes for the remaining mod items.
Added JEI recipe compatibility for certain mod recipes.
Reworked the biomass core. It now has 5 selectable drop modes: weapon, pickaxe, shovel, shield, and ranged. Each tool scales with Kommandant level when used.
All mod blocks are now mineable and drop properly, except for the centrifugator.
Added recipes and interaction support for the remaining content.
Added full spore mob interaction support so that their abilities now treat Kommandant players like other spore mobs. For example, infected witches will throw buffs at the Kommandant, protectors will rush to attack anyone who attacks a Kommandant, and braiomils will no longer apply debuffs to them.
Pci no longer oneshots kommandant now does 10% damage to his skill 12 armor and 15% whithout armor
All hazard blocks now no longer negatively affect Kommandants. For example, acid puddles, gastric biomass block interactions, and bile liquid now heal or avoid harming the Kommandant instead of applying debuffs.
Added a cryogenerator, a block that converts water into snowball and packed ice resources. It is intentionally powerful and mainly exists to help balance the PvP side of the mod.
Reworked the cryo injector, now uses packed ice and freezes spore team entities on hit.
Tracking, Notifications, and Miscellaneous Fixes
The Kommandant can now see highlighted players affected by Marker within a radius of 24 + (amplifier × 12) in light red.
Players affected by Uneasy can now be seen by kommandants within a 64-block radius in purple.
The Kommandant now receives coordinates and a notification from protohiveminds when the death of a linked infected triggers the spawn of a calamity.
Fixed a large number of bugs.
More things i don't even remember right now.
release
Sporeadds 1.1.0 Unchoseable Kommandant
1.1.029 янв. 2026 г.1,5 тыс.Minecraft: 1.20.1forge
Что нового
Version that makes the Kommandant origin only choseable via the in-game command /origin set (player name) origins:origin sporeadd:kommandant
release
Sporeadds 1.1.0
1.1.029 янв. 2026 г.688Minecraft: 1.20.1forge
Что нового
Fixed some grammar mistakes,
+Kommandant can now wear normal armor
+Added Simplified Chinese translation (thanks to 幽恒Apex_Sanctum)
release
Sporeadds 1.0.0
1.0.021 сент. 2025 г.1,3 тыс.Minecraft: 1.20.1forge