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Fungal Infection:Spore

Fungal Infection:Spore

Mod

The purpose of this mod is to increase the difficulty of the vanilla game by adding new enemies and infection mechanics inspired by popular zombie type games.

Client and server CursedEquipment Mobs

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Changes: When planks or stairs are converted into their decayed counterparts they have a chance to fall to the ground. The flesh bomb of the howitzer will now adjust their fall towards their target. The chance for a wendigo to take off an armor piece has been changed from 10 to 2% per slot of armor The model of the Brute has been updated The block throwing abilities of the brute have been changed The cdu can now break outpost watchers and organite blocks News: Added the armor increasing mechanic of the inquisitor to the knight. More variants for the idle sound of the infected.

Removed John Fungal...?

Changes: Improved the performance of the block infection mechanic. Leave blocks next to the logs that are being changed may turn into decayed branches. Bush type blocks will turn into decayed bushes. Now the cdu shows the fuel within without one needing to use an ice canister on it. Now the growth mycelium both big and small have animated textures when underwater.

News: Config option to have any mob with costume active. Block: Decayed Branch Decayed Bush

Fixes: Mycelium effect dealing damage to infected Infected drowned falling at the speed of light The delusionere not despawning properly The toxic griefer not poisoning its targets (1.19.2 only bug)

Changes: Updated the texture of the vigil

News: -Bile variant for the griefer -Stalker variant for the vigil

Changes: The proto will no longer be able to see non-sapient target's through walls The proto will not be able to see a sapient target through walls if they are under the symbiosis effect. The chance for a proto to summon reinforcements on hit has been lowered to 20% and an 8 seconds timer has been put in place. The proto will now summon organoids in waves. Spore enchants should no longer be able to be found on books or generated in loot chests. Made the corrosive potency and gastric spewage work on the projectiles of the infected crossbow , infected bow and infected spear. New spawnegg texture for the gastgaber and scamper. Infected no longer evolve if they have weakness. Added the husk to the vigil raid Added the husk evolutions to the vigil raid Added hyper to the vigil raid Increased the spawn distance of hospitals News: Mobs: Specter(UNKNOWN) Jagdhund(EVOLVED)

Items: Combat Pickaxe Config: Config option for the armor taking off capabilities of the wendigo

Mechanics: Non flying calamities can increase their own armor by killing and consuming skeletons. Added a new sound for when a proto is formed

Fixes: Stinger being created multiple times with the same id. Vervathorn thorn damage being reflected from other thorn damage.

Changes: -Improved the detection capabilities of the proto. -The membrane blocks within a shell will slowly become biomass once again. -Added addition feature generation to the biomass shell of the proto. -Increased the hardness of calcified biomass -The Proto will try to spawn reinforcements when its hurt by entity damage. -The Proto will no longer generate a scent cloud around itself if the target is far away. -Now Bile will apply mining fatigue instead of mycelium infection. -Increased the movement slowdown in bile. -Updated a few item textures. -Infected can now see you though blocks if you have Marker. -Bile can be frozen into biomass.

Added: -Support for Enchantment Description. -Config option to turn off the Madness spread by the proto. -Gastric biomass block

Changes: -Increased the melee range of the Gazenbreacher. -The Gazenbreacher will now try to leap if its target is on land and she is in water towards it. -Reduced the damage reduction of the Wartorn Sieger from 50% to 30%. -The Wendigo now has a chance to rip off the armor of its victims during melee attacks. -The infected will no longer gain evolutionary points from eating biomass bulbs

Fixes: -the melee range of the howitzer being too short

Fixes: -the list for helmet like items not working when dealing with gas type attacks. -organoids still regenerating while being cold. -fixed stone type bricks getting turned into decayed bricks. Changes: -the symbiotic reagent now regenerates 4 durability every 10 seconds. -cdu now removes scents and tendrils -zoaholic has a 20% chance to fail and signal its own location to the anomaly it located. -now calamities can "root" when idle and under 30% hp to regenerate. -any animated block entity will unrender its model when the player its too far away for better performances. -changed the parameters for a calamity for water types to be made. -added a config option for calamities that deal with underground threats. -changed the textures capabilities of the bile projectile the gazenbreacher shoots out. -changed the looks of the mega biomass tower as well as its functionality. -now biomass can be crafted out of biomass blocks. -Infected will no longer spawn in vanilla structures. -Buffed the range of the vigil eye from 32-128. -Infected Husks now spawn from scents and have their own evolution list. -Mounds will put Biomass Bulbs around for starving infected to feed off. Added: Translations: -Ukraine Blocks: -Incubator -Bile. -Outpost Watcher. -Biomass Bulb Items: -Corrosive Reagent -Cryogenic Reagent -Gastric Reagent Enchants: -Cryogenic Aspect -Corrosive Potency -Gastric Spewage -Mutagenic Reactant(curse) Structures: -Hospital -Cathedral -more variants for the existing Church Variants: Spitter(Bile Variant). Umarmer(Corrosive Variant). Umarmer(Bile Variant). Mobs: Howitzer(Calamity). Lacerator(Experiment). Vervathorn(Evolved)

Fixes: -fixed a bug that was making the organoid block crash the game when broken (make sure you delete ur old config). -the zoaholic not breaking with a pickaxe Added: -a list for adding helmet like items in the config to behave like a gas mask

Changes: -Calamities and Organoids are immune to debuffs if the debuff its weaker than lv 2. -Organoids regeneration has been changed to happen without the need for an effect to be applied. -Fixed a bug causing zombies to be converted in both infected humans and infected villagers(delete the old config).

Project members

Harbinger

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