About Spore inquisition
From ModrinthA MC datapack that changes in interesting ways how you play fungal infection spore, making it spread like the flesh that hates
This is a tutorial to learn how to install the inquisiton configs to make the mod work, however, if you have the neoforge version 4.0 or a later you wont need the tutorial beacuse the configs will install automatically
Please, play the 1.21.1 version instead of the 1.20.1, the 1.20.1 version is abandoned and it hasnt recived a single content update for 4 months, it is quite outdated.
THE CONFIGS ARE IN THE DESCRIPTION AND PINNED COMMENT OF THE YOUTUBE VIDEO
VIDEO:
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When updating to new versions of Spore Inquisition, remember to redownload the configs.
### The Fungal Infection: Spore mod is required with Spore Inquisition.
There are extra features, special recipes, and new structures when the Create mod is added with Spore Inquisition: CREATE LINK
Thx to @slasherwolf_ for the new description for the mod page!
I also recommend you use a tps peformance mod such as canary(forge) or Lithium(neoforge)
What does this datapack change about Fungal Infection: Spore?
Basically, it changes how the spore infection spreads completely. Infected will no longer spawn in the dark. Instead, the infection will spread via the use of Mounds. The infection is mostly land-focused, so the infection won’t reach caves as often. No more annoying Proto Hiveminds spawning in caves. The infection is more orderly now. The gallery tab has a lot of pictures of how Spore Inquisition works. Inquisition doesn’t care what dimension you are in. When a Proto Hivemind spawns in your world, the infection can reach you everywhere you go.
If you are playing in the 1.20.1 version, i recommend you use this resource pack for a better inmersion: X
How does the infection start?
As soon as you spawn in the world, a Mound will fall from the sky close to where you spawned. This is mound's name is REDNIGHT, and it is the start of the infection. It’s unkillable until a certain event happends in your world. Apart from the new way that spore spread, Inquisition also adds several compatibilities for mods often used with Fungal Infection: Spore. There are a lot of new Create recipes, compatibility with Cracker’s Wither Storm Mod, Alex’s Mobs, and Better Combat. There’s a lot more secret content than meets the eye. It’s recommended to play the datapack first, but if you want a list of the other features Inquisition has to offer, you can see here: Spoiler
- a different way in wich the spore expands, being more like the flesh that hates.
- hunger timers not only for infected, but also for evolved, hypers and gastgabers.
- evolveds will be able to stop hunger by eating biomass bulbs, but both hypers and gastgabers will not be able to eat those bulbs and as a resoult, they will perish
- mounds being a lot more agresive and being the MAIN source of infection, now, it will not only infect his surroundings, it will also be able to create spore creatures, this is how the spore mobs will spawn and spread now.
- spore mobs will attack almost every type of animal
- after some time, mounds are able to generate infected humans, and after a lot of time has passed, mounds will die and live behind an scamper to expand and infect more land
- When starting the world, a inmortal mound will fall from the sky, this mound will be the one in charge of starting the infection, this mound will reach age 5 and cant be killed unless some conditions are meet
- infected mobs DONT DESPAWN unless the max infected limit has been reached or if a proto or a F_F despawns them
- Technically, u can just get far away of the primordial mound and the infection will dont do much to you, since infected wont spawn like they normally do, unless...
- If a proto hivemind is created, once a proto is created, the infection will follow the closest player to the proto, the proto will torment that player sending him ordeals from time to time, a proto can send him raids and start an infection anywhere there if given enought time.
- the amount of kills that a reconstructed mind needs to evolve has been increased from 40 to 2500!!!, this might sound weird, but don't worry, due to a new mechanic of big biomass towers, protos will still spawn without issues, tho they will take longer than in a normal spore.
- the more protos you have in your world, the more mounds and raids u will get
- completly rewamped the block infection mechanics of the mod, now most blocks turn into biomass/mycelium blocks and its variants
- Calamities will be able to get even stronger when getting 200 or more kills, this new stronger calamity is something named "overcharged calamity", and those calamities will have more speed, damage, resistance, have a lot of points in every type of adaptation and more! you can identify them easily beacuse they are pitch black
- every infected now has extra follow range, making them a lot more deadly if they spot you
- now when an animal dies when having the mycelium effect, that animal will generate a licker, wich will spread a little bit the infection, when a minute has passed, the licker will die and leave behind a mound that cant age up
- now mounds that dont age up will die more quickly than normal mounds and they will leave behind an infected human with an evolution point
Highlights
From source dataGame versions
Supports 3 Minecraft versions, the newest being 1.21.11.
Loaders
Runs on Data pack, Forge and NeoForge.
Footprint
Rated a light load on a server.
What kind of mod it is
From the catalogGameplay & overhauls
New mechanics, content and overhauls that change how the game plays.
Runs on your server
From source side supportModrinth lists Spore inquisition as required on the server. Check its Modrinth page to see whether players need it too.
Compatibility
- Game
- Minecraft
- Loaders
- Data packForgeNeoForge
- Runs on
- Serverrequired on the server
- Game versions
- 1.21.11 and 2 earlier
Verified at the source
- ✓ModrinthOfficial listing, checked 2026-10-04Open ↗
- ✓AuthorMinigato668, as published on Modrinth
- ✓LicenseMITFree










