Wiki is currently undergoing a revamp! If you see some pages that are more polished, it means they've been revamped.
Commonly Asked Questions
Please read this page in its entirety before resorting to asking in the Discord server or 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.
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/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 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: Are there any blocks that can't be Infested?
Answer: All the blocks on the Infested Blocks page are what can be Infested, which is most common building materials. However, Mycelium Veins can be placed on any block. A 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.
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 small 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.
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 Zombie Villagers' and 'Infected Illusioners' don't exist for their own reasons. Zombie Villagers due to how they're coded and that they should just turn into Infected Villagers anyway, as they're basically the same. Illusioners because they don't spawn naturally and the Delusioner already exists.
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.
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.