Spore inquisition

Spore inquisition

A MC datapack that changes in interesting ways how you play fungal infection spore, making it spread like the flesh that hates

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Screenshots

Spore inquisition Screenshot 1
End lab
Spore inquisition Screenshot 3
Spore inquisition Screenshot 4
Spore inquisition Screenshot 5
Spore inquisition Screenshot 6

About this Mod

This is a tutorial to learn how to install the inquisiton configs to make the mod work, however, if you have the neoforge version 4.0 or a later you wont need the tutorial beacuse the configs will install automatically

THE CONFIGS ARE IN THE DESCRIPTION AND PINNED COMMENT OF THE YOUTUBE VIDEO

VIDEO:

When updating to new versions of Spore Inquisition, remember to redownload the configs.

** The Fungal Infection: Spore mod is required with Spore Inquisition.**

There are extra features, special recipes, and new structures when the Create mod is added with Spore Inquisition: CREATE LINK

Thx to @chocola_P and 幽恒Apex_Sanctum for the new cover!

Thx to @slasherwolf_ for the new description for the mod page!

I also recommend you use a tps peformance mod such as canary(forge) or Lithium(neoforge)

What does this datapack change about Fungal Infection: Spore?

Basically, it changes how the spore infection spreads completely. Infected will no longer spawn in the dark. Instead, the infection will spread via the use of Mounds. The infection is mostly land-focused, so the infection won’t reach caves as often. No more annoying Proto Hiveminds spawning in caves. The infection is more orderly now.
The gallery tab has a lot of pictures of how Spore Inquisition works.
Inquisition doesn’t care what dimension you are in. When a Proto Hivemind spawns in your world, the infection can reach you everywhere you go.

How does the infection start?

As soon as you spawn in the world, a Mound will fall from the sky close to where you spawned. This is mound's name is REDNIGHT, and it is the start of the infection. It’s unkillable until a certain event happends in your world.
Apart from the new way that spore spread, Inquisition also adds several compatibilities for mods often used with Fungal Infection: Spore. There are a lot of new Create recipes, compatibility with Cracker’s Wither Storm Mod, Alex’s Mobs, and Better Combat.
There’s a lot more secret content than meets the eye. It’s recommended to play the datapack first, but if you want a list of the other features Inquisition has to offer, you can see here:

Spoiler - a different way in wich the spore expands, being more like the flesh that hates.
  • hunger timers not only for infected, but also for evolved, hypers and gastgabers.

  • evolveds will be able to stop hunger by eating biomass bulbs, but both hypers and gastgabers will not be able to eat those bulbs and as a resoult, they will perish

  • mounds being a lot more agresive and being the MAIN source of infection, now, it will not only infect his surroundings, it will also be able to create spore creatures, this is how the spore mobs will spawn and spread now.

  • spore mobs will attack almost every type of animal

  • after some time, mounds are able to generate infected humans, and after a lot of time has passed, mounds will die and live behind an scamper to expand and infect more land

  • When starting the world, a inmortal mound will fall from the sky, this mound will be the one in charge of starting the infection, this mound will reach age 5 and cant be killed unless some conditions are meet

  • infected mobs DONT DESPAWN unless the max infected limit has been reached or if a proto or a F_F despawns them

  • Technically, u can just get far away of the primordial mound and the infection will dont do much to you, since infected wont spawn like they normally do, unless...

  • If a proto hivemind is created, once a proto is created, the infection will follow the closest player to the proto, the proto will torment that player sending him ordeals from time to time, a proto can send him raids and start an infection anywhere there if given enought time.

  • the amount of kills that a reconstructed mind needs to evolve has been increased from 40 to 2500!!!, this might sound weird, but don't worry, due to a new mechanic of big biomass towers, protos will still spawn without issues, tho they will take longer than in a normal spore.

  • the more protos you have in your world, the more mounds and raids u will get

  • completly rewamped the block infection mechanics of the mod, now most blocks turn into biomass/mycelium blocks and its variants

  • Calamities will be able to get even stronger when getting 200 or more kills, this new stronger calamity is something named "overcharged calamity", and those calamities will have more speed, damage, resistance, have a lot of points in every type of adaptation and more! you can identify them easily beacuse they are pitch black

  • every infected now has extra follow range, making them a lot more deadly if they spot you

  • now when an animal dies when having the mycelium effect, that animal will generate a licker, wich will spread a little bit the infection, when a minute has passed, the licker will die and leave behind a mound that cant age up

  • now mounds that dont age up will die more quickly than normal mounds and they will leave behind an infected human with an evolution point

  • now protos will be able to spread mounds scampers and gastgabers in a 250 x 250 area around themselfs after some time, this spread will come in waves, in the first wave, the proto will spread mounds, and in the second one, the proto will spread scampers and gastgabers, the proto will take breaks of 83 minutes bethewn waves.

  • now you will need 10 protos to activate the proto world modifier.

  • foods now give some specila nerfs and buffs

  • if u install this mod, all spore structures will have an abandoned look

  • now you can use an axe to break some spore blocks faster!, for example you can use an axe to mine organite or reconstructed minds faster, like all the other biomass blocks.

  • when breaking reconstucted minds and biomass lumps, you will get some items releated to that blocks.

  • gastgabers and calamities are able to spawn mounds after some time has passed.

  • to avoid lag problems, infected won't attack zombies, skeletons, creepers, spiders, endermans and zombiefied piglins

  • now the proto should not spawn undergroun

  • all biomass towers have been remaded, now they are all a lot taller.

  • tall biomass tower has been remaded, now they look like a bunch of fungy together, and aside for that, it has a new dreadfull function, they are able to help reconstructed minds and biomass lumps evolve.

  • scampers try to avoid other infected, so they can spread more widely the infection

  • infected humans are able to turn into spitters are brutes now

  • piglins and other humanoid creatures will turn into claws when dying due to the infectiom, this claws will soon perish and leave behind a infected corpse

  • infected evolve faster

  • better compatibility with better combat, all weapons now have extra range

  • better compatibilty with create, adding toon of new recipes

  • CDU'S are able to delete and turn into frozen biomass a lot more blocks, like rotten corpses or reconstructed minds, also, they have now have a block range of 30 blocks

  • the configs have some balance changes, for example, protos are not able to summon delusioners

  • a compatibility with crackers wither storm mod, making the wither storm target protos as their main focus and making the wither target with his lasser biomass blocks.

  • a compatibility with alex mobs, some mobs from alex mobs will be able to be turn into lickers by the infection.

  • a compatibility with create, this compatibility adds a lot of recipes that mix the infected parts of the spore and the machinary of create, you can even create a bile factory, and with enought, it can be turn into a infinite suply of biomass and other important spore components, like claws, mutated fibers, or mutated hearts. You are even able to use biomass to power blaze burners!

  • THE Fungal Fortress: if a proto is able to stay in your world more than 12 hours, that proto will generate a F_F, a giagnt pillar of mycelium that has will start to generate a biomass vessel around it, while its forming, getting to close is rly dangerous, since inside of it, there are a lot of outpost watchers, and at the top of that tower there is a womb that will evolve into an overhcarged calamity.

  • overcharged evolveds, This mechanic buffs evolveds that can't hyper evolve by giving evolved with 8 evolution points a buff in speed, strenght, resistence and some extra health

  • new proto chunloader mechanic, this will make the infection spread with no players outside of spawnchunks

  • Now if u have the create mod installed, you will be able to use varius nuggets as amunition in potato canons

  • If u have create installed, a new type of laboratory will created in birch forests, THX to splashpaws for making the structure!

  • As mentioned before, protos are able to send raids or "ordeals" to your location, there are a total of 5 raids a proto can send you, Dawn, Noon, Dusk and Midnight.

  • related with the last point, protos are only able to do one of those raids once, and they go in order, first the dawn raid, then the noon raid, then the dusk raid, and finally the Midnight raid(prepare your ass for that raid)

  • You can see how much the infection has spreaded or how many ordeals you have survived in the advancments tab of inquisition!

  • There is a secret final raid, the eclipse raid, but that raid only occurs on very specific circunstances.

  • each hour and thirty minutes a message will appear in your chat saying how infected is your world.

  • remaded the outpost watcher stucture

  • reworked overcharged calamities: now calamities need 500 kills instead of 200 to become overcharged, but when becoming overcharged, they become a lot stonger

  • added back hospitals, churchs(variant1), mines, cathedral, and iceberg mines to the world generation with an abandoned look

  • new cheap ice weapons to fight infecteds in the early game

  • added a new nuke item able to clean off a big area of infection due to its big explosion range, it even has the strengh to kill a proto hivemind

  • mixing 8 cdus and a diamond will refill all cdu's and give you a special item in the process, an item able to clean a decently big area of infection for a very long time

  • added the mimicry weapons(lob corp reference xD), stronger versions of spore weapons/tools crafted with reforged biomass

  • added a new item able to freeze all infected blocks in a 1000 x 1000 block area(as you can imagine, this block is not cheap)

  • added special arrows to fight off the infection!(only for mc 1.21.1)

  • and finally, FINALITAS, the final armony of a god made out of despair and sorrow

there are some extra features i won't mention for the sake of your gameplay experience.

All of the music used in thi mod where created by desolo zantas, pls, check out his works:

YT CHANNEL

Inquisition discord server in case you have any doubts on how the mod works:

Inquisition help center

Available Versions

Spore inquisition 4.4release
MC 1.21.1neoforge
August 22, 2026
Spore inquisition 4.3release
MC 1.21.1neoforge
July 24, 2026
Spore inquisition 4.2release
MC 1.21.1neoforge
July 15, 2026
Spore inquisition 4.1release
MC 1.21.1neoforge
July 4, 2026
Spore inquisition 3.1release
MC 1.21.1neoforge
June 28, 2026

How to Install Spore inquisition on Your Server

1

Order Server

Order a Minecraft Java server with at least 4 GB RAM (6 GB recommended).

2

Set datapack Loader

In the panel under "Egg", select the datapack loader and matching Minecraft version (1.21.11).

3

Install Mod

Open the mod browser in the dashboard and search for "Spore inquisition". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

datapackforgeneoforge

Minecraft Versions

1.21.11, 1.21.1, 1.20.1

Server-side

Required

Recommended RAM

6 GB(min. 4 GB)

Frequently Asked Questions

Spore inquisition server crashes on startup – what to do?

Most common cause: wrong datapack version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 4 GB RAM is allocated and the loader matches the mod version (1.21.11). You can switch loaders with one click in the panel.

Is Spore inquisition compatible with datapack and forge and neoforge?

Spore inquisition officially supports datapack, forge, neoforge for Minecraft 1.21.11, 1.21.1, 1.20.1. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with Spore inquisition – how to optimize performance?

Recommended RAM: 6 GB (per 5 players). Use /spark profiler to check if Spore inquisition consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

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Details

License
MIT License
Server-side
Required

Supported Versions

1.21.111.21.11.20.1