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Commonly Asked Questions
Please read this page in its entirety before resorting to asking in the Discord server or on the Curseforge page, thank you.
Make sure you're playing on the most recent version of the mod and have your configs updated. To update your configs, drag the sporeconfig.toml and sporedata.toml files from the modpack file into the trash and relaunch the modpack with the newest version of Spore installed. The new config files will regenerate and be updated.
Configs not being updated is the most common reason for issues to occur.
Additionally, the modpack shown below is NOT an official Spore modpack. Please refrain from asking about it in our Discord server if you're using it, we do not have answers. Ask in their official Discord server, they will be able to help you.
This has been a reoccurring issue for us and we'd like to prevent it from happening again. If you want to play on the official Spore server, it is explained in the Mod Related Questions category.
If your question was not answered here, ask in the #mod-help channel in the Spore Asylum Discord server.
Question: How does the infection start?
Answer: Infected mobs will spawn in the dark. After they get Kill Points, they can Evolve. There is a chance Evolution fails, and a Scamper is spawned. They will eventually turn into a Mound, which places a Reconstructed Mind. The Mind will eventually evolve into a Proto Hivemind.
For a more detailed explanation, see the Overview page.
Question: What do the messages in chat mean?
Answer: See the Chat Messages page. Understand these are not 'phases' of any sort, all they mean is different events that have occurred in the world.
Question: What is the best Spore Weapon?
Answer: It's extremely opinion based. There is no definite 'best', every weapon has its purpose and are meant to be balanced evenly to cater towards player preference. Reading the Weapons & Armor page to get an idea for what every weapon does will allow you to choose which one you want.
Question: Why does my Weapon/Armor have a color on it when crafted?
Answer: The item has a Mutation on it. There's a chance when crafting Weapons and Armor, they will have a Mutation. This chance is increased when adding Agents. Mutations add different positive and negative attributes to your items. Reading about them on their page will provide more info.
Question: Why does my Weapon/Armor have low durability when crafted?
Question: How do I repair my Weapons/Armor?
Answer: When crafted, Weapons and Armor will have a random durability. To repair them, use an Incubator or put them in an Anvil with Biomass. For how Incubators work, reading about them on their page will provide more info.
Question: How do I easily clear the block infection and fight the Spore?
Question: How do I make a safe zone?
Answer: Using a CDU, which is a Cryogenic Dispensing Unit that cleans block infection and kills Spore Mobs. It's fueled by Ice Canisters. Reading about the CDU on its page will provide more info. Additionally, Spore Mobs do not spawn in cold biomes, as they are weak to the cold.
Note that all Spore Foliage is immune to being burned, meaning a Flint and Steel or Lava Bucket will not be good to clear out an infected area.
Question: How do I make my base safe from the Spore?
Answer: Building your base out of blocks that have a hardness of 5 or more (check the Minecraft Wiki for block hardnesses) is a good place to start, as the highest block hardness Spore Mobs can break (Calamities) is 5. Another safe material to build out of is Laboratory Blocks, which can't be broken by Spore Mobs. This doesn't mean they can't be Infested however, in which they will become breakable, so keeping a CDU on hand is useful, as well as killing nearby Mounds.
Your floor should never be 4 or more blocks thick (3 at minimum), and all of the blocks should have a hardness of 4 or more. This is to stop Organoids from spawning.
The best location to build your base in is a cold biome, to exploit the Spore's cold weakness. Specifically a sky base or ocean base. Land bases are harder to defend and underground bases are extremely risky because of Hohlfressers.
Question: Why am I getting the Madness Effect and how do I cure it?
Answer: Proto Hiveminds spread Madness to all smart mobs within a 256 block cube centered on the Proto Hivemind. It can be cured by eating a Milky Sack or blocked entirely by wearing a Living Helmet MK2.
Question: Why are there mobs coming out of the ground?
Answer: They are Organoids, spawned by either a nearby Proto Hivemind or Outpost Watcher. To prevent them from spawning in your base, your floor shouldn't be 4 or more blocks thick. 3 at minimum. Alternatively, all the blocks that make up your floor should have a hardness of 4 or more. Both of these options will stop Organoids from spawning.
Question: How do I find Proto Hiveminds?
Answer: If there is a Proto Hivemind on the surface, her Biomass Wall should be easily visible. However, if she's underground, she'll be harder to find. Luckily, there are multiple methods to find them. Right clicking Vigils that Proto Hiveminds spawn will give their parent Proto Hivemind Glowing. Additionally, killing a Vigil will drop an Eye of the Vigil, which when used, will apply Glowing to all Spore Mobs in a large radius. Note that both of these methods can be unreliable if the Proto Hivemind is too far away, in which Glowing will be ineffective, so it's recommended to farm multiple Eyes of the Vigil to use them in different locations. If you've already killed a Proto Hivemind and have Brain Remnants, you can use them to craft a Zoaholic to find Proto Hiveminds. Reading about the Zoaholic on its page will provide more info.
Question: How do I get [X] Item/Block?
Question: What does [X] Item/Block do?
Answer: Looking around on the Items pages and Blocks pages on the wiki will help you on how to obtain certain Spore Items and Blocks and what they do.
Question: How do I use the Scanner/Reaver/PCI?
Answer: All of these are explained in their respective sections on the Spore Tech Items page.
Question: What are Agents/Reagents for?
Answer: See the Agents page or Reagents page.
Question: What do the commands do?
Answer: See the Commands page. Note that most, if not all of the current commands are for testing purposes and may be removed in the future.
If you are unsure how to use configs, you can ask in the #mod-help channel in the Spore Asylum Discord server.
Question: Can I make the infection stop occurring underground?
Answer: Not entirely, however, you can make Proto Hiveminds only spawn on the surface via the config, which is mainly what you don't want to spawn underground. To do this, search for the line "Move the hivemind to the surface once it forms?" = false in the sporeconfig.toml. Just set this to true.
Note this config option can sometimes be buggy in different situations, and doesn't always work completely. It's uncommon, but Proto Hiveminds can be seen spawning in shallow caves or bodies of water with this config option enabled.
Question: How do I disable block infection?
Answer: In the config file labeled sporeconfig.toml, search for the line "Should the mound spread foliage and infect blocks?" = true. Set this to false. This only disables block infection for Mounds. For Gastgebers, installing a mod like Bad Mobs and disabling them with their config works well. For Proto Hiveminds, not much can be done without disabling a lot of end game content. However, their block infection is confined to their Biomass Walls, which means it won't affect gameplay much unless you want to kill one.
Question: How do I stop Spore Mobs from breaking blocks?
Answer: Aside from just setting mobGriefing to false, various options can be found in the sporeconfig.toml file under the section Griefing Parameters. Here, options for the hardness of blocks that different Mob tiers can break can be found, specifically for Hyper Evolved, Experiments, and Calamities. Setting all the values to 0 will stop them from destroying blocks. There is no way to stop Infected and Evolved from breaking Leaves and Glass or Organoids from breaking blocks (aside from mobGriefing), but the options found in the config will stop the majority of destruction.
Question: Is the mod only available for Forge?
Answer: Currently yes, but it is planned to be moved to NeoForge 1.22 in the near future. Development will continue for Forge 1.20.1, and support for Forge 1.19.2 will soon be ended.
Question: Is there an official Spore Minecraft server?
Answer: Yes, you can check it out by joining the Spore Asylum Discord server and viewing the #server-announcements channel under the Server category.
Question: Is there a changelog anywhere for updates?
Answer: There is, it is listed in the changelog on files for Spore's CurseForge and Modrinth pages. It can be seen by clicking on the desired version and scrolling down.
Question: Why does the 'Fungal Infection: Spore More' addon have [X] issue?
Answer: This addon is very outdated, as it was made before Spore's Weapons were completely reworked. Until the creator updates it, it's recommended to not use it at all.
Question: Why does the 'Better Combat' mod make it hard to hit Spore Mobs?
Answer: Using Better Combat with Spore makes the Infected Weapons have very low reach. Combined with Spore Mobs generally having a large hit range, it makes it hard to fight Spore. It's recommended to not use it at all with Spore. Alternatively, installing FI: Spore x Better Combat Compat may solve the problem (this hasn't been properly tested).
Question: Why does the 'Improved Mobs' mod crash when added with Spore?
Answer: Improved Mobs is currently incompatible with Spore by default. Wombs and all Calamities need to be blacklisted in the mod's DifficultyFeatures.LADDER config for it to work properly.
Question: Will there ever be an Infected form of [X] mob (Animals, Endermen, etc.)?
Answer: No, this goes against the lore of Spore and has already been decided against for a long time. There will never be any Infected that aren't humanoid (Endermen, Pigins, etc. are not human), so don't try to suggest it or argue for it. The concept has been denied many times and always will be.
'Infected Illusioners' don't exist because they don't spawn naturally and the Delusioner already exists.
If Mojang adds more humanoid mobs to Minecraft (e.g. Iceologer), then they will be added as an Infected form to Spore. This also likely applies for if Illusioners are ever made to spawn naturally in future versions.
Question: Will there ever be a cure/way to defeat the infection?
Answer: There won't ever be a cure, but there is a planned way to defeat the infection that will be added in the far future.
Question: Where can I see what Mobs are planned?
Answer: There is a list of planned Mobs in the #update-plan channel of the Spore Asylum Discord server.
For a detailed explanation on the lore, see the Lore page.
Question: Does the Spore infect other dimensions?
Answer: No, Spore was engineered for the Overworld. The Nether and End don't have any infectable mobs. Additionally, they are very hostile environments, so the Spore chooses not to put its energy into infesting them.
Question: Why are a lot of the Spore Mob names in German?
Answer: Simply because they sound cool. The trend started with the Gazenbreacher and now a lot of Mobs receive a German name.