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release
SporeWithin 1.3.0
1.3.027 окт. 2026 г.80Minecraft: 1.21.1neoforge
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 1.3.0
1.3.027 окт. 2026 г.127Minecraft: 1.20.1forge
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
1.2.17 окт. 2026 г.606Minecraft: 1.21.1neoforge
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 1.2.1
1.2.17 окт. 2026 г.429Minecraft: 1.20.1forge
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
1.2.05 окт. 2026 г.75Minecraft: 1.21.1neoforge
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 1.2.0
1.2.05 окт. 2026 г.66Minecraft: 1.20.1forge
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
1.1.21 окт. 2026 г.58Minecraft: 1.20.1forge
Что нового
### 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
1.1.124 сент. 2026 г.84Minecraft: 1.20.1forge
Что нового
🔥 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
1.0.129 авг. 2026 г.36Minecraft: 1.20.1forge
Что нового
# 🦠 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.