A Calamity targeting a player will cause the Mycophobia track to begin.
Calamity Mobs
General Spawning
Spawned from a Womb when it reaches 100 biomass. Depending on where a Parent Signal occurred will change what class of Calamity results from the spawned Womb.
If no specific conditions are met for a Parent Signal, it will result in a Land Calamity. This includes Siegers, Howitzers, and Stahlmorders.
If a Parent Signal occurred at or below Y=63, it will result in a Ground Calamity. This includes Hohlfressers.
If a Parent Signal occurred at or below Y=70 and, in a 14x14x14 block area around the Parent Signal, there are 7 or more Water Blocks, it will result in a Water Calamity. This includes Gazenbreachers, Grakensenkers, and Leviathans.
If a Parent Signal occurred at or above Y=90, it will result in an Air Calamity. This includes Hindenburgs and Verfalldraches.
There's a 30% chance that the Womb will spawn a random Calamity of any class.
Tier-Unique Mechanics
Rooting
Calamities can only become Rooted if they have 0 Kill Points, are below 30% health, and don't currently have a target. While Rooted, they become stationary. For every minute they are Rooted, they will gain 1 Kill Point. If at any point, any of the three parameters are not met or the Calamity is damaged, they will unroot.
Air Calamities will sometimes land when idle, so they aren't excluded from the Rooting mechanic.
Adaptation
All Calamities are capable of Adapting, which occurs under specific circumstances (or if the Calamity is spawned during Proto World Modifier) and either buffs basic stats of the Calamity or will grant them a new ability (e.g. if a Gazenbreacher spends enough time in lava, she will gain her Crispy Adaptation that chars the texture and makes her immune to fire damage). Each Calamity only has one Adaptation.
Spore Bursts
While having a target, there is a 0.3% chance every tick for a Calamity to perform a Spore Burst. It can only be successful if their target is within ~14.4 blocks. Additionally, there's a 20% chance for a Spore Burst to activate when a Calamity takes freeze damage.
When first activating a Spore Burst, the performing Calamity will be unable to move for 3 seconds. Spore Bursts will summon a Scent at the location of the Calamity, give various positive effects to nearby Infected, Evolved, Hyper Evolved, Experiments, Bairns, Scampers, and Gastgebers, and give various negative effects to nearby target-able entities. The range for giving effects is 16 blocks, and the effects granted depend on the Calamity activating the Spore Burst. Spore Bursts grant 0 to 3 Kill Points to any applicable Mobs within range. Additionally, if there are any CDUs in range of where the Spore Burst occurred, they will become clogged, meaning they no longer work. They can be fixed by breaking them and placing them back down.
Combat Scents
While this mechanic is similar to Spore Bursts, it's different. While having a target, there is a 0.25% chance every tick for a Calamity to summon a Scent at the location of the Calamity.
Summoning Vigils
If a Calamity is below 50% health and has a target, there is a 0.5% chance every tick for the Calamity to summon a Vigil within a 20 block range. All Vigils spawned by Calamities will have their parent set to the Calamity that spawned them.
Sharing Targets
Calamities are able to communicate targets, very similarly to how Linked Mobs do. While having a target or Search Position, every tick, there is a 1% chance for a Calamity to look in a 32 block range for any Infected, Evolved, Hyper Evolved, Experiments, Bairns, Scampers, and Gastgebers. Any they find that do not currently have a targeted entity or active Search Position will have their targeted entity or Search Position set to the Calamity's target/Search Position. Targets are always prioritized over Search Position.
Dismembered Corpses
When a Calamity is killed, multiple Blocks of Biomass, Blocks of Calcified Biomass, Blocks of Sickened Biomass, Rooted Biomass, and Human Remains will appear as falling entities where the Calamity died and fall to the ground. The only other mob that can do this is the Proto Hivemind, which places different Blocks. Additionally, multiple Dismembered Corpse entities (or 'Corpse Pieces') will fly out from the Calamity.
Each Calamity has a set amount of Corpse Pieces they can drop. These Corpse Pieces appear as parts of that specific Calamity's model. However, it's only a chance for a specific Corpse Pieces to drop. The chance depends on the Calamity, and the values are listed below:
Sieger - 75%
Howitzer - 65%
Stahlmorder - 85%
Hohlfresser - 100%
Gazenbreacher - 85%
Grakensenker - 85%
Leviathan - 85%
Hindenburg - 75%
Verfalldrache - 85%
Corpse Pieces have their own personal inventories. Inside, they carry the regular drops of the Calamity, which are distributed among the different Corpse Pieces that are spawned. Corpse Pieces can be harvested by either left or right clicking on them. The last drop from a Corpse Piece will always contain a Reforged Biomass. Once a Corpse Piece's inventory is empty, it will despawn. When right clicking using a Reaver, per instance of harvesting items, there will be a 30% for a Reforged Biomass item drop, regardless of how many items are left in the Corpse Piece's inventory. If a Corpse Piece isn't fully collected after 5 minutes, it will disappear and either place down a multitude of Human Remains in its place or a 10% chance for an Age 1 Mound.
Shared Aspects & Capabilities
Calamities are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Calamities inflict Mycelium Infection II for 30 seconds when dealing melee damage.
Capable of breaking blocks with a hardness of 5 or lower.
Calamities are immune to negative effects that are not above amplifier I.
Cannot ride Boats.
Can perform short dashes in liquids to pursue a target.
Calamities are influenced by Parent Objectives and Redirection.
Calamities can become Rooted.
Calamities can become Adapted.
Calamities can perform Spore Bursts.
Calamities can summon Scents in combat (different from Spore Bursts).
When below half health, Calamities can summon Vigils in combat.
Can communicate targets and Search Positions with other Spore Mobs, very similarly to how Linked Mobs do.
Upon death, Calamities place a variety of Biomass Blocks and Human Remains where they died, as well as Corpse Pieces.
Calamities can be affected by the Womb Crafting System.
Can fall from up to 28 blocks before taking fall damage.
Calamities have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
The minimum amount of true damage Calamities can deal to a target with any of their attacks is 20% of their base melee damage. However, the Womb Crafting System can increase that.Â
The melee attack of Calamities deals 3 knockback.
Melee attacks of Calamities have an AOE.
Calamities have a step up height of 1.5, meaning they don't have to jump to go up blocks that are 1.5 blocks tall.
Able to utilize Kill Points to grant themselves buffs.
Calamities granting themselves Regeneration with Kill Points will receive it for 30 seconds. If below 50% health, it'll be Regeneration II as well.
Present a weakness to the cold.
Calamities are not influenced by Horde Mentality; they exist as commanders. However, Infected and Evolved will attempt to pair up with them.
Are not affected by Vanilla Despawning.
In regards to Frostbite, have a Body Heat of 5 and Enum Percentage of 2.5% (excluding Elephant's Foot Howitzers, Crispy Gazenbreachers, and Overclocked Hindenburgs).
Calamity Limb Mobs
General Spawning
Spawned from Calamities that have severable limbs. If a severable limb's hitbox's personal health is depleted, the limb will be sliced off and spawned as a separate entity.
Shared Aspects & Capabilities
Unlike most Spore Mobs, Calamity Limbs are passive; they do not attack target-able entities (excluding Lickers and Verfalldrache Heads).
Will periodically place Big Mycelium Growths and Small Mycelium Growths in a 4.1 block radius around themselves.
Calamity Limbs are stationary; immobile (excluding Verfalldrache Heads).
Calamity Limbs have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Present a weakness to the cold.
Are affected by Vanilla Despawning.
Trivia
Calamities are the strongest mobs in the mod and it will remain that way; nothing stronger will be added.
Some Calamities have Christmas textures that activate in December (e.g. The Santa Sieger, which is wearing a Santa hat).
All Calamities have genders and sexualities (e.g. the Sieger uses they/them pronouns). This was first done as a joke for the Sieger, due to it being made up of multiple bodies, but it was then applied to every Calamity.
Due to how Calamity deaths are handled, they are not properly tracked in the Minecraft milestone menu.
The Hohlfresser's Corpse Pieces have a 100% chance to spawn because the creator of the mod needed to get all the segment variants and inflation values right.
The Corpse Pieces for the Galleon Grakensenker appear the same as its un-Adapted counterpart. This is because Corpse Pieces do not support custom models, and thus have to remain the same.
In non-public versions of Spore, when the mod creator was making the Sieger, every time it got a kill, it would get 10% of its health back. This was before the Kill Point system was implemented. This mechanic would've existed for every Calamity. It was scrapped for being too powerful.
Early in the mod's development, an idea for a Calamity comprised mostly of Braiomils that would've been deadly to get near could've made it into the mod. However, it was scrapped for unknown reasons.
Gallery
A Gazenbreacher underwater.
A Hindenburg destroying a village.
A Womb birthing a Localization Sieger.
A Sieger dying.
What's left after a Calamity dies (Hindenburg as example).
Getting the Corpse Pieces to render in-game
Ditto.
Ditto.
Getting a Gazenbreacher to clog a CDU.