Proto Hiveminds are extremely intelligent, capable, and influential Mobs, serving as the current main threat that can appear in a player's world. They belong in the Organoid tier.
Spawning
Spawned from a Reconstructed Mind once it accumulates 40 Kill Points, after which it will disappear and a Proto Hivemind will spawn.
Spawned after a Hivetumor has existed for 1200 seconds (20 minutes) and there are no Proto Hiveminds within 300 blocks of the Hivetumor, in which she will evolve into a Proto Hivemind.
When a Proto Hivemind spawns via a Reconstructed Mind, the message "Endure..." will be sent in chat for all players. This does not occur when a Proto Hivemind spawns via a Hivetumor. When a Proto Hivemind spawns, if there are no other Proto Hiveminds in the world, the Something Once Great track will play for all players, cutting off any Pre-Proto track that was playing. For as long as there is at least 1 Proto Hivemind in a world, the Post-Proto tracks will play instead of the Pre-Proto tracks.
A Proto Hivemind will always load the current chunk she's in. She'll check every 10 minutes if she's still in the loaded chunk. If she is, the timer restarts. If she isn't, the previously loaded chunk is unloaded and the current chunk she's in is loaded. If a Proto Hivemind dies, the currently loaded chunk is instantly unloaded.
Proto Hiveminds can see sapient mobs (players, Villagers, Illagers, Witches, etc.) through walls unless the target has Symbiosis. Proto Hiveminds are also capable of seeing targets through walls if they have Marker or a max HP greater than 30 (x15 hearts).
While a Proto Hivemind has a target and there are no Scents within a 20 block range of herself, she'll spawn an Overcharged Scent on herself. She checks for nearby Scents every 2 seconds.
Proto Hiveminds are infestors. Every 5 minutes, within a 40 block radius (80 block diameter), they'll 'puff', converting random blocks into their Infested form and placing down various Foliage Blocks of any kind (excluding Stems). When a Proto Hivemind takes cold damage, she has a 20% chance to immediately puff. Additionally, if a Proto Hivemind attempts to infest a CDU, it will become clogged, meaning it no longer works. This can be fixed by breaking it and placing it back down.
Every 150 seconds, Proto Hiveminds will give Madness I for 5 minutes with particles hidden to all sapient mobs (players, Villagers, Illagers, Witches, etc.) within a 128 block range.
A target wearing a Living Helmet MK2 will block Proto Hiveminds from spreading Madness to them.
A Proto Hivemind's damage cap will be ignored if the damage being dealt exceeds 10,000 (x5,000 hearts). This is how all damage caps introduced by the mod function.
When a Proto Hivemind is below 50% health and doesn't have Weakness, she'll grant herself Resistance I for as long as the requirements are met.
If a Proto Hivemind is on fire, she'll grant herself Fire Resistance I for as long as she is on fire.
Upon death, a Proto Hivemind will do multiple things:
Place Blocks of Biomass, Rooted Biomass, Brain Remnants, and Mycelium Veins randomly in a 7x7x4 block range of where she died. Brain Remnants placed by Proto Hiveminds on death are capable of spawning a Hivetumor.
Give Wither II for 20 seconds to all Linked Spore Mobs within a 300x200x300 block range around herself.
Will Redirect all Calamities within a 300 block range to where she died.
Proto Hiveminds are completely ignored by the Despawning System.
Proto Hiveminds have a special Body Heat value (in regards to Frostbite) compared to other Organoids, that being 3.
When naming a Proto Hivemind "Nunny", her model will change to become the old one.
During the month of December, Proto Hiveminds will gain their 'Festive' costume. They appear to be wearing a Santa hat and two Bell earrings. This is purely cosmetic.
Every Proto Hivemind will keep an internal storage of 'biomass points'. Proto Hiveminds use biomass points to be able to build their biomass wall and spawn Organoids (see below). When Proto Hiveminds first spawn, they'll automatically have 100 biomass points. They passively gain 1 biomass point every 10 seconds. Proto Hiveminds can also take biomass from other Mobs; every minute, a Proto Hivemind will scan in a 128 block range for any Spore Mobs. Depending on if a Mob she tries to take biomass from has Kill Points or not will change what the Proto Hivemind does.
Any Mobs with Kill Points will have them removed. In turn, the Proto Hivemind will receive 1 biomass point per Kill Point revoked.
Any Mobs without Kill Points will have an additional check made on them, looking for three things: if the Mob has a target, if the Mob is below Y=0, and if they have less than 50% HP. If any of the checks are true, there's a % chance the Mob is despawned for X amount of biomass points. The percent chance and amount of biomass points is dependent on the Mob's tier:
Infected have a 20% chance to be despawned, granting Proto Hiveminds 5 biomass points.
Evolved have a 1% chance to be despawned, granting Proto Hiveminds 15 biomass points.
Hyper Evolved have a 0.01% chance to be despawned, granting Proto Hiveminds 30 biomass points.
Proto Hiveminds can be granted 1000 biomass points by a Hivetumor that attempts to Evolve within 300 blocks of a Proto Hivemind.
When a Proto Hivemind has a target, she'll attempt to spawn Organoids around the target in waves in order to defend herself. There are two conditions that will prevent a Proto Hivemind from attempting to spawn Organoids: if the hardness of the block her current target is standing on is 4 or more and if there are already 5 or more Organoids within a 12 block range of the target. If either is true, she'll be unable to summon Organoids. Otherwise, assuming she has at least 3 biomass points, she tries to summon 1 to 4 Organoids every 10 seconds within an 8 to 15 block range of her target except for Umarmers, which are spawned directly on top of the target. When a summoned Organoid tries to spawn, it checks for two things: if there are at least 3 blocks under the block it's trying to spawn on (4 blocks in total) and all mentioned blocks have a hardness of less than 4. If the conditions are met, the Organoid is capable of spawning. Each Organoid a Proto Hivemind spawns costs her 2 biomass points. The Organoids that Proto Hiveminds are capable of summoning this way include Mounds, Umarmers, Usurpers, Vigils, Braureis, Verwahrungs, and Delusioners. The Organoids that a Proto Hivemind chooses to spawn are decided by her neural network:
Organoids that Proto Hiveminds summon are chosen from adaptable lists by an array of digital neurons: 16 in total and each with their own list. These lists store 4 Organoids each, and each of these Organoids can be their own type and Variant (these will be randomized when a Proto Hivemind first spawns). When a Proto Hivemind summons an Organoid, it's given several tags, such as the ID of its parent Proto Hivemind so it can send information back. Depending on what actions spawned Organoids do will result in their parent neuron either getting praised or punished (this is tracked by a numerical value).
If an Organoid performs an action that results 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. If an Organoid does well enough, it can even be put into a list of favorites.
Umarmers and Usurpers are rewarded for dealing damage and killing mobs.
Vigils are rewarded for summoning a wave in a Vigil Raid.
Braureis are rewarded for granting effects.
Verwahrungs are rewarded for spawning a Mob.
Delusioners are rewarded for casting a spell.
Mounds are unable to be rewarded.
If an Organoid behaves poorly, a Proto Hivemind might try out another neuron's list or remove the Organoid from its list entirely, replacing it with an Organoid from her favorite list or randomly picking a new Organoid from the ones available to her that she can spawn.
If more than half of a Proto Hivemind's neurons go to -1 praise or they are disabled due to poorly performing Organoids, the Proto Hivemind will perform a 'morale boost', in which random values are added to the negative lists' praise. Proto Hiveminds check if they need to give a morale boost every minute.
When a Proto Hivemind is damaged, there's a 20% chance for her 'Reinforcement System' to activate. When it does, 1 to 3 Verwahrungs will be summoned within a 12 block radius of the Proto Hivemind. These Verwahrungs will hold any type of Hyper Evolved within. The Reinforcement System has an 8 second cooldown.
When a Proto Hivemind scans to Link Mobs, she'll also scan for any sapient mobs (players, Villagers, Illagers, Witches, etc.) in that 300 block range. For each one of these mobs she finds, there's a 3% chance she'll spawn a Propagator Vigil Variant near the mob. This is known as the 'Raiding System'.
Mounds spawned by Proto Hiveminds will automatically be Linked.
All Vigils spawned by Proto Hiveminds (via the neural network or Raiding System) will have their parent set to the Proto Hivemind that spawned them.
Proto Hiveminds will, overtime, build two spheres of biomass around themselves. These biomass walls are comprised of Blocks of Biomass, Blocks of Calcified Biomass, Blocks of Gastric Biomass, Blocks of Sickened Biomass, and Rooted Biomass. They have the following dimensions:
Dimensions:
Entire Dome Dimensions:
Diameter: 65 blocks
Radius: 32 blocks (33 blocks including the center)
Inner Dome Dimensions:
Diameter: 33 blocks
Radius: 16 blocks (17 including the center)
Outer Dome Dimensions:
Diameter: 32 blocks
Radius: 16 blocks
In order for a Proto Hivemind to attempt constructing her biomass wall, she'll need at least 40 biomass points in storage. If she has under 40, she'll be unable to build or repair her biomass wall. While a Proto Hivemind has at least 40 biomass points and 5 available, she'll expend those 5 for one instance of building her biomass wall, which randomly places a few of the applicable Biomass Blocks around herself. These blocks can only be placed if where they are trying to form is not a full block. Otherwise, partially transparent and fully transparent blocks (namely Air) are converted into Biomass Blocks. An instance of building her biomass wall has a 10 second cooldown.
Every time a Biomass Block is placed during an instance of construction, there is a 0.1% chance a 'spot' is generated at that location. Spots have an equal chance of being either a 'sickened spot' or 'calcified spot'. When a spot generates, all nearby Biomass Blocks (aside from Freeze Burned Biomass and Organite Blocks) in a 6 to 10 block range of the original block will be converted into the corresponding type of Biomass Block (either Blocks of Sickened Biomass for sickened spots or Blocks of Calcified Biomass for calcified spots).
Every time a Biomass Block is placed during an instance of construction, there is a 0.1% chance a 'pus spot' is generated at that location. Pus spots are medium-sized spheres, the outside being comprised of Blocks of Biomass and Blocks of Gastric Biomass, with the inside being Bile and Blocks of Sickened Biomass. Each block generated in a pus spot will check if it's exposed to Air. If it is, it'll be either a Block of Biomass or Block of Gastric Biomass. If it isn't, it'll be either Bile or a Block of Sickened Biomass.
Every time a Biomass Block is placed during an instance of construction, there is a 0.5% chance a 'fungal stalk' could be generated at that location. It checks if there is air above the block. If so, it creates an upwards stalk. Fungal stalks are between 4 to 15 blocks tall and are comprised of Mycelium Blocks and Fungal Shells. When the final block of the stalk is generated, if the block it's replacing is Air, an Organite Block will be placed, otherwise one of the two previously mentioned blocks will be placed instead.
Every minute, Proto Hiveminds will Link any applicable Mobs within a 300 block range. They internally keep track of how many Mobs they've Linked that are currently alive. When a Proto Hivemind does this scan, it also has a chance to activate the Raiding System (see above).
If a Proto Hivemind receives a Signal, she'll scan in a 300 block range around herself. For every Calamity in this range, there is a 50% chance for that Calamity to be Redirected. When this happens, the message "Incoming..." will be sent in chat. If no Calamities are found by the Proto Hivemind, she'll instead spawn a Womb within a 12 block range of herself. When this happens, the message "Prepare..." will be sent in chat.
In any given Dimension, if there are at least 3 Proto Hiveminds, the Proto World Modifier will activate for that Dimension. During Proto World Modifier, a few changes will occur:
Infected and Evolved have a 30% chance to instantly Evolve, regardless of Evolution timer or Evolution Point requirements.
Calamities will spawn with their Adaptations already enabled.
Hyper Evolved, Specters, Reapers, Vanguards, and Infested Constructs will despawn if they are at least 256 blocks away from a player.
Spore Mobs that can utilize Equipment will always spawn with their Equipment Enchanted with 1 Enchantment picked from a list. The level of said Enchantment is randomized but will never be the highest level possible in survival or above.
Melee Weapons can have Sharpness, Fire Aspect, or Knockback.
Armor can have Protection, Thorns, or Unbreaking.
Behavior
Proto Hiveminds 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.
When Proto Hiveminds either spawn or despawn, they'll display an emerging or burrowing animation. Unlike most Organoids, they can still be damaged in the emerging state.
Proto Hiveminds are immune to negative effects that are not above amplifier I.
Proto Hiveminds are stationary; immobile.
Proto Hiveminds have a passive regeneration equivalent to about amplifier II. This is disabled while they are freezing.
Proto Hiveminds can breathe underwater.
Present a weakness to the cold.
Related Advancements
Drops
Armor Fragment (80% chance for 4 - 14)
Cerebrum (100% chance for 2 - 11)
Mutated Fibre (100% chance for 10 - 20)
Mutated Heart (80% chance for 1 - 6)
Organoid Membrane (80% chance for 4 - 8)
Spine Segment (80% chance for 2 - 8)
Experience Points (25)
Lore
The 'Proto' in 'Proto Hivemind' is short for 'prototype', as the Proto Hivemind is only a weaker version of the upcoming Matriarch.
The first Proto Hivemind to ever form was named 'Nunny' by the Genesis Labs scientists.
When the scientists at Genesis Labs learned of the Wombs that Nunny created, they decided to give it she/her pronouns, since they're called 'wombs'. Proto Hiveminds don't have a biological gender, nor do they have any reason to give themselves one.
The rib cages surrounding Proto Hiveminds are to help with ventilation and cooling off so their brains don't overheat.
Proto Hiveminds have telepathic abilities and can cause humans to go insane if they have access to them.
Organoids spawned by the Proto Hivemind are physically connected to her via an underground root system. This root system is also where her biomass reserves are stored and where Challenge Watchers emerge from.
Proto Hivemind
Statistics
HP: 100 (x50 hearts)
Armor: 10 (x5 bars)
Melee Damage: 10 (x5 hearts)
Follow Range: 128 blocks
Damage Cap: 20 (x10 hearts)
ID: spore:proto
Threat Level: Variable
Trivia
Proto Hiveminds are inspired by the Proto-Gravemind from Halo.
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.
While each Organoid a Proto Hivemind spawns costs 2 biomass points each, the initial check before spawning another wave only checks if the Proto Hivemind has more than 2 biomass points. The actual amount of Organoids spawned is not capped by the amount of biomass points she has, meaning it's possible for a Proto Hivemind to go into negative biomass points if she spawns more Organoids in a given wave than she has biomass points for. Though, it's extremely unlikely for this to occur naturally.
The Reinforcement System originally didn't have the 8 second cooldown, resulting in Proto Hiveminds being able to spam Hyper Evolved. It was eventually given a cooldown due to complaints.
The biomass wall that Proto Hiveminds build is a reworked mechanic from a scrapped ability from an upcoming mob called the Host, which would've built protective shells around Proto Hiveminds.
In a Proto Hivemind's biomass wall, the majority of fungal stalks will extend upwards. However, very rarely, it's possible for one to extend downwards. These are meant to be more common, but due to an oversight in the code, they end up being extremely rare.
The "Nunny" Proto Hivemind skin is in reference to the first Proto Hivemind in lore, who was named 'Nunny'. The name Nunny comes from one of the Spore staff members, who's known online as Nunny. The model it uses is the original model of the Proto Hivemind.
Gallery
The "Nunny" Proto Hivemind skin and original model of the Proto Hivemind.
A Proto Hivemind's completed biomass wall.
The interior of a Proto Hivemind's biomass wall.
Ditto (with Night Vision).
An instance of a calcified spot.
An instance of a sickened spot.
Three instances of pus spots.
Numerous instances of fungal stalks.
What remains when a Proto Hivemind dies.
Concept art used to model the Proto Hivemind (made by @_greg_.).
'Proto-Chan', an anthropomorphic version of Proto Hiveminds and an icon in the Spore Asylum Discord server, created by @yile_ouo.