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Proto Hiveminds belong in the Organoid tier. She is the main threat that can appear in a player's world.
Spawning
Spawned when a Reconstructed Mind is given 40 kill points, after which the message "Endure..." will be sent in chat.
Unique Behavior
Has a damage cap of 20.
Always loads the chunk she is in.
Can see all players and 'smart' mobs through walls unless they have Symbiosis. Also capable of seeing entities through walls if they have Marker or a max HP greater than 30.
Checks for Scents in a 20 block radius every two seconds. If none are found, she will spawn an Overcharged Scent.
Every 5 minutes, the Proto Hivemind will infect blocks within a 40 block range. She will transform normal blocks into their infested form if they have one. The following are all the foliage blocks Proto Hiveminds can place:
Big Mycelium Growths (normally and 50% chance for generic foliage blocks)
Big Wall Growths (only on walls)
Decayed Branch (30% chance for leaf blocks touching a Decayed Log block)
Decayed Bush (50% chance for generic foliage blocks)
Fungal Roots (only on ceilings)
Popped Bloomed Mycelium (floors and ceilings)
Underwater Fungal Stem Top (only underwater)
Unpopped Bloomed Mycelium (floors and ceilings)
Wall Growths (only on walls)
When infesting blocks, if the block she is trying to infest is a CDU, it will be clogged, meaning it no longer works. It can be fixed by breaking it and placing it back down.
When a Proto Hivemind takes cold damage, she will have Weakness I until she takes non-cold damage.
If a Proto Hivemind is below 50% health and doesn't have Weakness, she will give herself Resistance I for as long as the requirements are met.
If a Proto Hivemind is on fire, she will give herself Fire Resistance I for as long as she is on fire.
When dying, the Proto Hivemind will send all Calamities in her range to her location.
On death, the Proto Hivemind will give Wither II for 20 seconds to all spore mobs in a 300x200x300 block range around herself.
On death, she will place down Blocks of Biomass, Rooted Biomass, Brain Remnants, and Mycelium Veins where she died.
Is completely ignored by the despawning system.
Has a damage cap of 20.
Biomass Points
Proto Hiveminds spawn with 100 biomass points and passively gain one biomass point every 10 seconds.
Every minute she scans in her range. If there are any spore mobs with kill points, she will remove them and gain 1 biomass per kill point. If she took any kill points from a mob, that mob will not be despawned for biomass for that instance.
If the mob didn't have a kill point, another check is made for three things. If the mob has a target, if they are below Y-level 0, or if they have less than 50% HP. If any of the checks are true, there is a 20% chance to despawn the mob if it is a regular Infected and give the Proto Hivemind 5 biomass from it. For Evolved it is a 1% chance and gains 15 biomass. For Hyper Evolved it is a 0.01% chance and gains 30 biomass.
With biomass, the Proto Hivemind can build her biomass wall and spawn Organoids. 40 biomass points are needed for the Proto Hivemind to build biomass wall. If she has a number below 40, she will stop building her wall until she gets above it again. 5 biomass points are needed for every instance the Proto Hivemind tries to build her wall. 2 biomass points are needed for each Organoid she spawns.
Organoids
For defensive purposes, the Proto Hivemind is able to summon almost every type of Organoid, including Mounds, Umarmers, Usurpers, Vigils, Braureis, Verwahrungs, and Delusioners. The Organoid can only spawn on blocks of hardness 3 or below. There also has to be at least three blocks under it (four in total), and mentioned blocks must meet the previously stated hardness requirement.
The Proto Hivemind will not spawn Organoids at the target if said target already has 5 or more Organoids within 12 blocks of the target.
When scanning for possible mobs to link, the Proto Hivemind will also check for 'intelligent mobs' (including players, Villagers, and Illagers.) For each one, there's a 3% chance to spawn a Vigil in that location to commence a Vigil raid. This is known as the raiding system. All Vigils that spawn this way are always their Propagator variant.
If a Vigil is right clicked, it will give its parent Proto Hivemind Glowing for ten seconds, regardless of distance.
When a Proto Hivemind is damaged, there is a 20% chance that she will spawn between 1 - 3 Verwahrungs holding a random Hyper Evolved inside within a 12 block radius around the Proto Hivemind. This ability has an 8 second cooldown. The Hyper Evolved will also spawn with all the normal Verwahrung effects.
List of Hyper Evolved that can spawn:
Neural Network
(Read subsection below this one for simplified explanation.) Organoids the Proto Hivemind summons are chosen from adaptable lists by an array of digital neurons; 16 in total and each with their own list. The lists store 4 Organoids of different types and variants. When an Organoids is spawned it's given several tags like the ID of the Proto Hivemind so it can send information back. If an entity performs an action to result in its parent neuron getting praised (dealing damage, killing a mob, etc.,) the network will be more inclined into using that neuron and its list or even putting the mob that performed well into a list of favorites. The praise of neurons is tracked by a numerical value. If the Organoid behaves poorly the Proto Hivemind might try out another list or remove the mob from its parent list, replacing it with a mob from her favorite list or picking another one from the list found within the config (the default possible Organoids listed above.)
To simplify this mechanic, Organoids the Proto Hivemind summons that do well against specific enemy types will be chosen more often. The Proto Hivemind will go through trial and error to choose the best Organoids, swapping ones out that do poorly. She can be as specific to discover certain variants do better against certain mobs.
Morale Boost
If more than half of her neurons go to -1 praise or they are disabled due to poor choices, the Proto Hivemind will add some random values to the negative ones. The method for this is called 'morale boost.' She checks if she should give a moral boost every minute.
Signals
Signals are caused by linked spore mobs dying to entities, in which they have a chance to send a notification to the nearest Proto Hivemind, notifying her of it. Signals check for the Proto Hivemind in a 300x300x300 block box, if no Proto Hivemind is found then a signal won't be received. Once a Proto Hivemind receives the signal, she'll immediately begin construction of a Calamity by spawning a Womb, unless there are other Calamities around, in which she may send them to the signal location instead (more info below). When a new Womb is spawned, the message "Prepare..." will be sent in chat. Wombs are spawned within 12 blocks of the Proto Hivemind that spawned it. Each tier of mobs has a unique chance to send a signal. Signals can also be send when a Zoaholic fails and when a Vigil raid is completed.
Linked mobs without a custom chance are a 5% chance.
Linked Evolved have a 15% chance.
Linked Hyper Evolved have a 30% chance.
Linked Gastgebers have a 60% chance.
Linked Age 4 Mounds have a 100% chance.
Objectives
Objectives are places of interest for Calamities. Locations of objectives are determined by locations of signals. If there are no Calamities in the world and a signal causes a Calamity to be created, when spawning, said Calamity's objective will be set to the signal location. This is referred to as a parent signal, and it determines what Calamity type spawns depending on where the parent signal occurred. If there are existing Calamities, the Proto Hivemind notified of the signal will scan for all Calamities in a 300 block radius around herself and has a 50% chance per Calamity to send them to the new objective. When this happens, "Incoming..." will be sent in the chat. If no Calamities are sent, the Proto Hivemind will spawn a Womb and create a new Calamity.
Linking
Every minute, the Proto Hivemind will attempt to link all mobs in her range. Linked mobs drop Overcharged Scents upon death instead of regular ones. They also have a chance to send a signal to the closest Proto Hivemind on death. When in combat, linked mobs are capable of 'communicating targets,' meaning that when one linked mob starts fighting a target, they all aggro onto said target. They also gain the ability to open doors. Linked Mounds will gain a special texture when linked that makes them appear grayer.
Biomass Wall
40 biomass points are needed for the Proto Hivemind to build biomass wall. If she has a number below 40, she will stop building her wall until she gets above it again. When the Proto Hivemind has 5 biomass available, she will use it for one instance of building her biomass wall. This has a cooldown of 10 seconds. The biomass wall, when complete, is two large domes of flesh surrounding the Proto Hivemind, comprised of biomass blocks including Blocks of Biomass, Blocks of Calcified Biomass, Blocks of Gastric Biomass, Blocks of Sickened Biomass, and Rooted Biomass. She will not replace full blocks, only converting partially transparent and fully transparent blocks, namely Air.
Every time a biomass block is placed, there is a 0.1% chance that a 'spot' is generated. Spots have a 50% chance of being a sickened spot or a calcified spot. When the spot generates, it turns all nearby biomass blocks (any type, aside from Freeze Burned Biomass) in a 6 - 10 block range, centered on the original block, into either Sickened Biomass or Calcified Biomass, depending on the spot type.
There is a 0.1% chance to create a 'pus spot' every time a biomass block is placed. Each time a block from the pus spot is generated, it checks if it is on the edge. If it is on the edge, it places either Gastric Biomass or regular Biomass. If it is not on the edge, it will randomly place either Bile or Sickened Biomass, both having an equal 50% of being selected.
This creates a sphere of biomass, the outside being made of regular Biomass and Gastric Biomass, the inside being made of Bile and Sickened Biomass.
There is also a 0.5% chance of attempting to spawn a 'fungal stalk' every time a biomass block is placed. It first checks if there is air above the block. If so, it creates an upwards stalk. If there is air above the block or below it, the stalk won't be created. The height of the stalk is between 4 - 15 blocks tall. The stalk is made up of Mycelium Blocks and Fungal Shells. If the final block is air, it will place an Organite Block, otherwise one of the two previously mentioned blocks.
Madness
Every 150 seconds, the Proto Hivemind will spread Madness for 5 minutes to all 'smart' mobs within a 256 block cube centered around the Proto Hivemind.
Wearing a Living Helmet MK2 will block the Proto Hivemind from giving Madness to the target.
Proto World Modifier
If there are three Proto Hiveminds in the world, the Proto World Modifier will activate. When the World Modifier is active, a few things will change.
All spore mobs will spawn as linked, if applicable.
Calamities will birth with their adaptation already enabled.
Hyper Evolved, Specters, and Infested Constructs will despawn if they are at least 256 blocks away from a player.
Spore mobs that can hold or wear weapons and armor will always have their equipment enchanted with one enchantment picked from a list. The level of said enchantment is randomized but will never be the highest level possible in vanilla.
Melee: Sharpness, Fire Aspect, or Knockback.
Bow: Flame, Power, or Punch.
Crossbow: Multishot or Piercing.
Armor: Protection, Thorns, or Unbreaking.
When naming a Proto Hivemind "Nunny", her model will change to become the old one. This is in reference to the lore, where the first Proto Hivemind was named 'Nunny.'
Behavior
Proto Hiveminds are melee combatants, attacking mobs with Infected forms, golems, and most hostile mobs.
Has a follow range of 300 blocks.
Proto Hiveminds are incapable of movement.
Able to breath underwater.
Proto Hiveminds have a type of passive regeneration. This is disabled while they are under the effects of the cold.
Related Advancements
Drops
Lore
The first Proto Hivemind, in the lore, was named 'Nunny.'
The "Proto" in 'Proto Hivemind" stands for 'prototype,' as the Proto Hivemind is only a weaker version of the Full Hivemind.
The rib cage surrounding the Proto Hivemind is to help with ventilation and cooling off so her brains don't overheat.
Proto Hiveminds have telepathic abilities and can cause humans to go insane if she has access to them.
Organoids spawned by the Proto Hivemind are physically connected to her via an underground root system.
Linked mobs are connected via pheromones and electrical signals.
The Proto Hivemind was given she/her pronouns due to her Womb mechanic. The scientists thought of this because the Proto Hivemind herself doesn't have any benefit to give herself a gender.
Linked mobs can't send a signal to the Proto Hivemind when affected by the cold
Proto Hivemind
Statistics
HP: 100 (x50 hearts)
Armor: 10 (x5 bars)
Damage: 10 (x5 hearts)
ID: spore:proto
Threat Level: Variable
Trivia
Proto Hiveminds spawned naturally via Reconstructed Minds tend to be more aggressive than Proto Hiveminds spawned via spawn eggs. The reason for this is unknown.
Gallery
The Nunny Proto Hivemind variant (original model of the Proto Hivemind).
Art of a humanoid version of the Proto Hivemind playing chess against the player (made by @yile_ouo)