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SporeWithin

A horror expansion for Fungal Infection: Spore. Evolving mounds send scouts and patrols, launch hive raids, and threaten your base.

Автор: starlings_s1,6 тыс.3обновлён 27 окт. 2026 г.
ПриключенияМеханики игрыМобы

Описание

SporeWithin Discord: https://discord.gg/M3uxkmFRr

Platforms: Minecraft 1.20.1 (Forge) and Minecraft 1.21.1 (NeoForge)

Requirement: Fungal Infection: Spore

Multiplayer: Dedicated Server Ready


Overview

SporeWithin is an expansion for Fungal Infection: Spore that overhauls parasite behavior, turning the infection into an active, strategic siege threat. In standard Spore, hives often remain static underground. SporeWithin brings the parasite to the surface: nests deploy autonomous patrols, stalkers scout player fortifications, infested villages rot organically, and sieges actively breach bases.


Core Systems

Organic Spawning Progression (No Thin-Air Spawns)

  • Natural ambient spawning of Spore parasites is disabled by default. Mobs no longer spawn out of thin air in dark caves or open fields like vanilla zombies.
  • Early and mid-game expansion is strictly organic: infections spread via infected humanoid vessels, corpse seeding (Human Remains), scout patrols, and evolving mounds.
  • Natural Spawning Unlock: ambient parasite spawning is re-enabled only once an active Mound reaches Stage 4 and a Proto-Mind emerges, signaling that the hive has established total regional dominance.

Autonomous Reconnaissance & Perimeter Patrols

  • Mounds deploy mobile patrol squads that orbit base perimeters, reacting to player footsteps, block breaking, and nearby gunfire.
  • Scout Stalkers shadow players from distance, observe defensive layouts, inspect chests and doors, and avoid direct combat while surveying.
  • Courier mechanics: scouts under pressure or with gathered reports designate a courier to sprint back to their mound. Delivered reports allow the hive to plan targeted base sieges.
  • Scout Interception: eliminating a scout group triggers a distress screech that alerts nearby nests, causing frustration raids.
  • Audio atmosphere: includes custom sounds for distant patrol clicks, horn calls, scanning pulses, and warning screeches, with an audio sanitizer to prevent sound distortion in large hordes.

Mound Clusters: Incubator & Aggressor Synergy

  • Mounds within 250 blocks form linked pairs and divide responsibilities.
  • The Incubator focuses purely on quiet biomass growth without launching raids. It is protected by an elite guard with Resistance II, Strength, and Absorption hearts, and emits a blinding, suffocating spore miasma if attacked directly.
  • The Incubator shares intelligence through underground mycelium, directing its partner to player positions.
  • The Aggressor acts as the frontline hunter, deploying continuous stalkers, patrols, and siege assaults.
  • Partner Rage: destroying an Incubator sends the Aggressor into a 5-minute fury. It absorbs leftover biomass, resets raid cooldowns, and launches an immediate high-tier revenge strike.

Tactical Base Sieges & Structural Collapse

  • Breachers and brutes actively break doors, gates, fences, and glass blocking their path.
  • Acid spitters fire vertical artillery, burning 3x3 holes through ceilings and skybases from below.
  • Structural Integrity: floating bases and towers collapse if their central 3x3 foundation pillar is severed. Players have 60 seconds to patch the breach before cascading falling blocks bring down the structure.
  • Stage 5 Proto-Mound sieges scale up to 5 consecutive waves featuring endgame Spore organisms.
  • Plundered Caches: destroyed chests convert into secure caches where 70% of the loot is safely preserved, while 30% is absorbed as hive biomass. Caches cannot be looted twice or destroyed by subsequent raids.
  • Flee/Death penalty: dying or fleeing more than 96 blocks away during a raid triggers base pillaging before the horde withdraws.

Night Terrors & The Sleep Penalty

  • The Sleep Penalty: skipping the night in a bed near an active mound feeds it nocturnal biomass, accelerating its maturation.
  • Waking nightmares: sleeping near advancing mounds triggers dread effects, darkness, and warden heartbeat audio upon waking.
  • Mounds follow a strict multi-day evolution cycle without skipping stages: Stage 2 (Day 1), Stage 3 (Day 2.5), Stage 4 (Day 5), Proto-Mind (Day 7).

Village Infestation & Decay

  • Settlements near spore nests organically rot: structural wood turns into decayed logs, stairs, and slabs.
  • Crops wither into fungal growths and spore mycelium.
  • Wall growths spread across infected buildings, while villagers slowly corrupt into hive vessels.

Gunfire Acoustics & Ballistic Armor (TACZ Integration)

  • Gunfire acoustic detection: firing weapons from TACZ or other gun mods generates sound signatures that parasites track.
  • Gunshots blow stealth, attract nearby scouts, and can provoke patrol investigations.
  • Mounds possess ballistic resistance against firearms and 50% resistance to arrows during defense phases.
  • Defensive waves dynamically adapt unit compositions against ranged, armored, or airborne players.

Human Remains & Bestiary Integration

  • Infected humanoids drop Human Remains upon death, with a ticking window to cleanse or burn the corpse before it seeds a subterranean mound.
  • The Human Remains block includes all 16 original Spore corpse variations.
  • Integrates the full Spore bestiary into raids and defenses: Vanguards, Braiomils, Knights, Lacerators, Wendigos, Inquisitors, Ogres, Grobers, and Specters.

Development Note

Parts of the complex math, pathfinding routines, and performance optimizations are written in tandem with AI coding tools. Every mechanic, hook, and tick loop is hand-tested in live survival, profiled for TPS stability, and refined manually. If you encounter any edge cases or unexpected bugs, feel free to report them on the Issues page!


Installation & Requirements

Minecraft 1.20.1 (Forge)

  1. Install Minecraft Forge 1.20.1 (47.3.0 or higher).
  2. Install the required dependency: Fungal Infection: Spore (1.20.1).
  3. Place sporewithin-1.20.1-forge-1.2.0.jar into your mods folder.
  4. Requires Java 17.

Minecraft 1.21.1 (NeoForge)

  1. Install NeoForge 1.21.1 (21.1.65 or higher).
  2. Install the required dependency: Fungal Infection: Spore (1.21.1).
  3. Place sporewithin-1.21.1-neoforge-1.2.0.jar into your mods folder.
  4. Requires Java 21.

Server Support

SporeWithin is fully compatible with dedicated servers. The mod must be installed on both the client and the server.

Галерея

Three World EventsThe Hive at Work: Patrols & HarvestersAdaptive Mound DefenseHive raids

Последние версии

Все версии →
release

SporeWithin 1.3.0

1.3.0
27 окт. 2026 г.80Minecraft: 1.21.1neoforge
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SporeWithin 1.3.0 — World Events & Halloween ## World events - **Spore Rain:** infected attack in varied groups during a dangerous hunt. The target score scales with your equipment, and stronger enemies are worth more points. - **Calamity Incubation:** a mound shelters a growing Womb while its heartbeat grows louder. Break through its guards and stop the incubation before a Calamity is born. - **Great Freeze:** a mound takes shelter beneath a heated dome. Destroy its thermal growths to bring the dome down and leave the mound frozen until the cold passes. ## Halloween - The infection takes on a seasonal look, with pumpkins appearing around infected territory and on infected creatures. - A Halloween guest may knock on your door at night. Will you offer a treat? - Added seasonal sounds and settings, including an option to keep Halloween enabled year-round. ## Mound life and defense - **Harvesters** venture out to gather crops and carry supplies back to their mound. Intercept them to claim their cargo and hinder the mound. - **Patrol heralds** carry a biological horn. If a herald completes its warning, the mound learns about your presence. - Scouts now leave the mound and follow your trail before investigating your home, with new sound cues for their search and the hive's response. - Mound defenses now use groups of buried defenders spread across the infected territory. Face their waves to expose the mound. ## More changes - Added optional text hints, with a choice shown on first entering a world. Sound and visual effects remain active when text hints are disabled. - Added configuration options for world events, Halloween, harvesters, patrols and mound defenses. - Added Russian and English translations for command feedback. - Fixed patrol movement and cohesion, harvester navigation, seasonal headgear, event timing and other issues. Available for **Minecraft 1.20.1 Forge** and **Minecraft 1.21.1 NeoForge**. Requires the matching version of Spore.
release

SporeWithin 1.3.0

1.3.0
27 окт. 2026 г.127Minecraft: 1.20.1forge
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Что нового
SporeWithin 1.3.0 — World Events & Halloween ## World events - **Spore Rain:** infected attack in varied groups during a dangerous hunt. The target score scales with your equipment, and stronger enemies are worth more points. - **Calamity Incubation:** a mound shelters a growing Womb while its heartbeat grows louder. Break through its guards and stop the incubation before a Calamity is born. - **Great Freeze:** a mound takes shelter beneath a heated dome. Destroy its thermal growths to bring the dome down and leave the mound frozen until the cold passes. ## Halloween - The infection takes on a seasonal look, with pumpkins appearing around infected territory and on infected creatures. - A Halloween guest may knock on your door at night. Will you offer a treat? - Added seasonal sounds and settings, including an option to keep Halloween enabled year-round. ## Mound life and defense - **Harvesters** venture out to gather crops and carry supplies back to their mound. Intercept them to claim their cargo and hinder the mound. - **Patrol heralds** carry a biological horn. If a herald completes its warning, the mound learns about your presence. - Scouts now leave the mound and follow your trail before investigating your home, with new sound cues for their search and the hive's response. - Mound defenses now use groups of buried defenders spread across the infected territory. Face their waves to expose the mound. ## More changes - Added optional text hints, with a choice shown on first entering a world. Sound and visual effects remain active when text hints are disabled. - Added configuration options for world events, Halloween, harvesters, patrols and mound defenses. - Added Russian and English translations for command feedback. - Fixed patrol movement and cohesion, harvester navigation, seasonal headgear, event timing and other issues. Available for **Minecraft 1.20.1 Forge** and **Minecraft 1.21.1 NeoForge**. Requires the matching version of Spore.
release

SporeWithin 1.2.1

1.2.1
7 окт. 2026 г.606Minecraft: 1.21.1neoforge
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### SporeWithin 1.2.1 **Fixes:** - Fixed an issue where Hive Scavengers would delete valuable items from other mods. - Replaced hardcoded `String.contains()` checks in the scavenger loot filter with a Forge Tag (`sporewithin:scavenger_ignored`). Modpack authors can now configure which items scavengers ignore via datapacks.
release

SporeWithin 1.2.1

1.2.1
7 окт. 2026 г.429Minecraft: 1.20.1forge
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Что нового
### SporeWithin 1.2.1 **Fixes:** - Fixed an issue where Hive Scavengers would delete valuable items from other mods. - Replaced hardcoded `String.contains()` checks in the scavenger loot filter with a Forge Tag (`sporewithin:scavenger_ignored`). Modpack authors can now configure which items scavengers ignore via datapacks.
release

SporeWithin 1.2.0

1.2.0
5 окт. 2026 г.75Minecraft: 1.21.1neoforge
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# SporeWithin 1.2.0 SporeWithin 1.2.0 is now officially released for both Minecraft 1.20.1 (Forge) and Minecraft 1.21.1 (NeoForge) with full feature parity across both platforms. This update completely overhauls the mod's architecture, adding deep tactical systems, autonomous patrols, ecosystem behaviors, and multi-mound synergies. ### Autonomous Reconnaissance & Perimeter Patrols (Top Feature) - Mounds now deploy autonomous patrol squads that roam waypoints around base perimeters. Patrols listen for nearby player noise, block breaking, and gunfire. - Scout Stalkers: dedicated reconnaissance units operate with advanced stealth navigation. They observe from shadows, scan player bases, count chests, inspect doors, and avoid direct combat while in recon mode. - Courier System: when scouts finish gathering base intel or come under heavy attack, the fastest unit is designated as a Courier. Couriers sprint back to the mound to deliver reconnaissance data, enabling the hive to plan targeted base sieges. - Scout Interception: wiping out an entire scout squad triggers a distress screech that agitates nearby hives, causing frustration raids and tightened patrols. - Targeted Base Visits: once a mound receives intel on a player's base location, it schedules dedicated patrol visits to probe defenses. - Atmospheric audio: over 15 custom sounds including distant patrol clicks, horn calls, scanning pulses, and warning screeches. - Added an audio sanitizer to eliminate sound stacking, distortion, and ear strain when massive hordes roar simultaneously. ### Mound Clusters: Incubator & Aggressor Synergy - Mounds within 250 blocks of each other form linked pairs and divide responsibilities. - The Incubator focuses purely on quiet biomass growth without launching raids or scouts. It surrounds itself with an elite guard buffed with Resistance II, Strength, and Absorption hearts. - Attacking an Incubator triggers a 14-block defensive spore miasma that blinds, slows, and suffocates attackers. - If disturbed, the Incubator transmits the player's exact coordinates through underground mycelium directly to its partner. - The Aggressor acts as the frontline hunter, using intel from the Incubator to dispatch relentless stalkers, patrols, and siege raids. - Partner Rage: destroying an Incubator sends the Aggressor into a 5-minute fury. It absorbs 800 leftover biomass, clears all raid cooldowns, and dispatches a high-tier revenge assault directly at the player. ### Tactical Base Sieges & Structural Collapse - Breachers and brutes actively smash doors, gates, fences, and glass windows blocking their movement. - Acid spitters provide vertical artillery fire, aiming at skybases and burning 3x3 holes through ceilings from below. - Floating bases and towers collapse if their central 3x3 foundation pillar is severed. Players have a 60-second structural stress window to repair the breach before cascading falling blocks destroy the structure. - Stage 5 Proto-Mound sieges now scale up to 5 consecutive waves with high-tier monstrosities. - Destroyed chests convert into Plundered Caches: 70% of the items are preserved safely inside, while 30% is absorbed as biomass by the hive. ### Living Horror Ecosystem & The Sleep Penalty - The Sleep Penalty: sleeping through the night near an active mound feeds it nocturnal biomass, accelerating its growth while you skip the night. - Horror waking events: skipping nights near festering mounds triggers waking nightmares with darkness, warden heartbeat audio, and dread effects. - Mounds follow a strict, non-skipping evolution cycle: Stage 2 (Day 1), Stage 3 (Day 2.5), Stage 4 (Day 5), Proto-Mind (Day 7). ### Village Infestation & Decay - Villages near spore infestations decay organically: structural wood rots into decayed logs, stairs, and slabs. - Crops wither into fungal growths and spore mycelium. - Wall fungal clusters form across infected houses. - Villagers undergo gradual corruption into hive vessels rather than vanishing instantly. ### Gunfire Acoustics & Ballistic Armor (TACZ Integration) - Gunfire acoustic detection: firing firearms from TACZ or other weapon mods generates sound signatures that parasites hear. - Gunshots blow stealth, attract nearby scouts, and can trigger aggressive patrol investigations. - Mounds gain ballistic resistance against firearms and 50% resistance to arrows during corpse defense phases. - Dynamic counter-picks: defensive waves adapt unit types to counter player equipment (ranged weapons, heavy armor, flying). ### Content & World Immersion - Full Spore bestiary integration: removed hardcoded brute spawns; raids now deploy Vanguards, Braiomils, Knights, Lacerators, Wendigos, Inquisitors, Ogres, Grobers, Specters, and more. - The Human Remains block now includes all 16 original Spore corpse variations. ### Balance & Anti-Abuse Fixes - Blocked Infected Cleaver spin attacks and parasite AoE spells from dealing damage through solid walls. - Plundered Caches are strictly protected from double-looting or repeat destruction by subsequent raids. - Roof descent pathing: siege mobs no longer get stuck pacing on flat roofs; they locate edges and acid breach holes to drop down into the base. - Wall climbing suppression: stalkers and scavengers can no longer spider-climb smooth exterior base walls. - Carrier failsafe: if a scavenger carrying a chest gets stuck for 10 seconds, it burrows on the spot and leaves the safe cache instead of freezing the raid. - Flee/Death penalty: dying or fleeing more than 96 blocks away during a raid triggers base pillaging (3-5 chests plundered) before the horde burrows. ### Compatibility, Platforms & Performance - Official Port to Minecraft 1.21.1 (NeoForge): SporeWithin is now available for 1.21.1 NeoForge with complete feature parity alongside 1.20.1 Forge. - Renamed internal package from com.example.examplemod to com.sporewithin (1.20.1). Fixes startup crash when running with TACZ Random Gun Mod or other mods that retained the default MDK package. - Added a 5-tick TTL raycast cache to prevent TPS drops during wall checks in large battles. - Isolated all siege and skybase scanning to the Overworld, fixing Nether and End dimension crash issues. - Full bilingual localization: all titles, action bars, subtitles, death messages, and commands are fully translated into English and Russian. - Admin commands: /sporewithin mound (info, stage, addpoints), /sporewithin siege, /sporewithin role, and /sporewithin resetcooldowns.
release

SporeWithin 1.2.0

1.2.0
5 окт. 2026 г.66Minecraft: 1.20.1forge
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Что нового
# SporeWithin 1.2.0 SporeWithin 1.2.0 is now officially released for both Minecraft 1.20.1 (Forge) and Minecraft 1.21.1 (NeoForge) with full feature parity across both platforms. This update completely overhauls the mod's architecture, adding deep tactical systems, autonomous patrols, ecosystem behaviors, and multi-mound synergies. ### Autonomous Reconnaissance & Perimeter Patrols (Top Feature) - Mounds now deploy autonomous patrol squads that roam waypoints around base perimeters. Patrols listen for nearby player noise, block breaking, and gunfire. - Scout Stalkers: dedicated reconnaissance units operate with advanced stealth navigation. They observe from shadows, scan player bases, count chests, inspect doors, and avoid direct combat while in recon mode. - Courier System: when scouts finish gathering base intel or come under heavy attack, the fastest unit is designated as a Courier. Couriers sprint back to the mound to deliver reconnaissance data, enabling the hive to plan targeted base sieges. - Scout Interception: wiping out an entire scout squad triggers a distress screech that agitates nearby hives, causing frustration raids and tightened patrols. - Targeted Base Visits: once a mound receives intel on a player's base location, it schedules dedicated patrol visits to probe defenses. - Atmospheric audio: over 15 custom sounds including distant patrol clicks, horn calls, scanning pulses, and warning screeches. - Added an audio sanitizer to eliminate sound stacking, distortion, and ear strain when massive hordes roar simultaneously. ### Mound Clusters: Incubator & Aggressor Synergy - Mounds within 250 blocks of each other form linked pairs and divide responsibilities. - The Incubator focuses purely on quiet biomass growth without launching raids or scouts. It surrounds itself with an elite guard buffed with Resistance II, Strength, and Absorption hearts. - Attacking an Incubator triggers a 14-block defensive spore miasma that blinds, slows, and suffocates attackers. - If disturbed, the Incubator transmits the player's exact coordinates through underground mycelium directly to its partner. - The Aggressor acts as the frontline hunter, using intel from the Incubator to dispatch relentless stalkers, patrols, and siege raids. - Partner Rage: destroying an Incubator sends the Aggressor into a 5-minute fury. It absorbs 800 leftover biomass, clears all raid cooldowns, and dispatches a high-tier revenge assault directly at the player. ### Tactical Base Sieges & Structural Collapse - Breachers and brutes actively smash doors, gates, fences, and glass windows blocking their movement. - Acid spitters provide vertical artillery fire, aiming at skybases and burning 3x3 holes through ceilings from below. - Floating bases and towers collapse if their central 3x3 foundation pillar is severed. Players have a 60-second structural stress window to repair the breach before cascading falling blocks destroy the structure. - Stage 5 Proto-Mound sieges now scale up to 5 consecutive waves with high-tier monstrosities. - Destroyed chests convert into Plundered Caches: 70% of the items are preserved safely inside, while 30% is absorbed as biomass by the hive. ### Living Horror Ecosystem & The Sleep Penalty - The Sleep Penalty: sleeping through the night near an active mound feeds it nocturnal biomass, accelerating its growth while you skip the night. - Horror waking events: skipping nights near festering mounds triggers waking nightmares with darkness, warden heartbeat audio, and dread effects. - Mounds follow a strict, non-skipping evolution cycle: Stage 2 (Day 1), Stage 3 (Day 2.5), Stage 4 (Day 5), Proto-Mind (Day 7). ### Village Infestation & Decay - Villages near spore infestations decay organically: structural wood rots into decayed logs, stairs, and slabs. - Crops wither into fungal growths and spore mycelium. - Wall fungal clusters form across infected houses. - Villagers undergo gradual corruption into hive vessels rather than vanishing instantly. ### Gunfire Acoustics & Ballistic Armor (TACZ Integration) - Gunfire acoustic detection: firing firearms from TACZ or other weapon mods generates sound signatures that parasites hear. - Gunshots blow stealth, attract nearby scouts, and can trigger aggressive patrol investigations. - Mounds gain ballistic resistance against firearms and 50% resistance to arrows during corpse defense phases. - Dynamic counter-picks: defensive waves adapt unit types to counter player equipment (ranged weapons, heavy armor, flying). ### Content & World Immersion - Full Spore bestiary integration: removed hardcoded brute spawns; raids now deploy Vanguards, Braiomils, Knights, Lacerators, Wendigos, Inquisitors, Ogres, Grobers, Specters, and more. - The Human Remains block now includes all 16 original Spore corpse variations. ### Balance & Anti-Abuse Fixes - Blocked Infected Cleaver spin attacks and parasite AoE spells from dealing damage through solid walls. - Plundered Caches are strictly protected from double-looting or repeat destruction by subsequent raids. - Roof descent pathing: siege mobs no longer get stuck pacing on flat roofs; they locate edges and acid breach holes to drop down into the base. - Wall climbing suppression: stalkers and scavengers can no longer spider-climb smooth exterior base walls. - Carrier failsafe: if a scavenger carrying a chest gets stuck for 10 seconds, it burrows on the spot and leaves the safe cache instead of freezing the raid. - Flee/Death penalty: dying or fleeing more than 96 blocks away during a raid triggers base pillaging (3-5 chests plundered) before the horde burrows. ### Compatibility, Platforms & Performance - Official Port to Minecraft 1.21.1 (NeoForge): SporeWithin is now available for 1.21.1 NeoForge with complete feature parity alongside 1.20.1 Forge. - Renamed internal package from com.example.examplemod to com.sporewithin (1.20.1). Fixes startup crash when running with TACZ Random Gun Mod or other mods that retained the default MDK package. - Added a 5-tick TTL raycast cache to prevent TPS drops during wall checks in large battles. - Isolated all siege and skybase scanning to the Overworld, fixing Nether and End dimension crash issues. - Full bilingual localization: all titles, action bars, subtitles, death messages, and commands are fully translated into English and Russian. - Admin commands: /sporewithin mound (info, stage, addpoints), /sporewithin siege, /sporewithin role, and /sporewithin resetcooldowns.
release

SporeWithin 1.1.2

1.1.2
1 окт. 2026 г.58Minecraft: 1.20.1forge
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### SporeWithin v1.1.2 Hotfix (Forge 1.20.1) * **Fixed:** Refactored internal mod package from default MDK template (`com.example.examplemod`) to unique namespace (`com.sporewithin`). * **Fixed:** Resolved startup ClassLoader collision crash when running alongside TACZ Random Gun and other mods using the default example package.
release

SporeWithin 1.1.1

1.1.1
24 сент. 2026 г.84Minecraft: 1.20.1forge
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🔥 SporeWithin v1.1.1 — "Nether Gate" Hotfix "This code crashes the server upon entering the nether" — Thanks to the user who dropped this in the comments. You were 100% correct, and the bug is now eliminated. We focused too much on testing the Overworld core mechanics and overlooked dimension scaling. In version 1.1.0, the newly implemented skybase detector and heightmap surface scanner tried to scan for "open daylight" and surface layers straight through the solid bedrock ceiling at Y=127 in the Nether. This triggered a critical dimension exception and crashed the server on the spot. 📜 Changelog v1.1.1: [Fixed] Nether & End Dimension Server Crashes: Skybase altitude checks, smog triggers, floating foundation scans, and mound burrowing routines are now strictly bound to Level.OVERWORLD. The system will no longer execute heightmap or canSeeSky() queries in non-overworld dimensions, permanently fixing portal crashes. Portal Transition Entity Safety: If a player enters a nether portal during an active raid, the server no longer hangs or leaks ghost entities. The assault squad correctly detects the dimension change, drops the target tracker, cleans up action bar debuffs, and initiates a clean burrow retreat. Dimension-Safe Spawn Resolver: Implemented a findSafeDimensionSpawnPos fallback routine for non-overworld environments. It resolves spawn coordinates using local block checks for solid footing and a 3-block vertical headroom clearance, bypassing heightmap calculations entirely. Nether Entity Isolation: Prevented Nether-specific mobs (Piglins, Hoglins, Wither Skeletons) from triggering hidden vessel infection mechanics or attempting to generate parasite mounds inside the Nether or End.
release

SporeWithin 1.0.1

1.0.1
29 авг. 2026 г.36Minecraft: 1.20.1forge
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# 🦠 SporeWithin v1.0.1 Changelog ### 🛠️ Bug Fixes & Stability * **Fixed Forge Entity Resolution**: Eliminated a registry fallback issue where vanilla entities (pigs) could spawn instead of parasite types. * **Fixed Lore Hierarchy & Tier Leakage**: Correctly classified **Wendigo** strictly into the Hyper-tier (Stages 3–4), completely preventing advanced mutants from spawning during Stage 1. * **Fixed Regional Mound Spawning**: Removed an accidental 15-minute cooldown that occurred when burning remains, ensuring subterranean mounds consistently and reliably incubate across valid terrain. ### ⚡ Gameplay & Balance Enhancements * **Scout / Assault Remains Overflows**: When the maximum mound density is reached in a region, excess unattended remains now directly erupt scout strike squads on the surface to reinforce local nests! * **Decoupled Evolution from Defense**: Summoning defense squads no longer consumes the mound's evolution points. Mounds will no longer artificially degrade backward in stages when defending themselves. * **Strict Stage-Locked Defense Squads**: * **Stage 1**: Strictly 3 Basic Infected grunts (Bairn, Inf Human, Inf Villager). * **Stage 2**: Exactly 1 squad of 4 units (2 Evolved Mutants + 2 Basic). * **Stage 3**: Exactly 1 squad of 5 units led by a Hyper-Predator (Wendigo/Brot + 2 Evolved + 2 Basic). * **Stage 4**: Epic 2-wave subterranean boss assault. * **Defense Cooldown**: Enforced a balanced 25-second cooldown between defense squad eruptions to prevent wave spam.