Sporeadds 2.0.0
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.
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.










