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Mutations
Release you inner Mad Scientist... Starting in v1.15 mutations are introduced to add an extra layer of OP-ness to the mod, and an extra layer of grinding... Mutations start with the brewing of several potions in your genetics lab.
All potions are preformed in a Brewing Stand or the new Incubator. Some potions require the Incubator. The general progression of brewing is:
Substrate Tier 0 potion, used to duplicate organic cells. This is the root of all other potions.
Potion of Cell Growth: Tier I potion, Formulas with a Potion of Cell Growth (PCG) can be performed at a brewing stand or incubator without penalty. All outputs are new cells with a high chance of success when placed in the DNA Decrypter. Failure in the DNA Decrypter generates a Basic Gene. Combining any of theses cells with a potion of cell growth will revert them to regular cells.
Potion of Mutation: Tier II potion, used as a base potion for getting a noverpowered version of a gene or certain already-OP genes. To obtain best results formulas used with a Potion of Cell Mutation (PCM) should be performed in the incubator in low-temp mode. All outputs are new cells with a high chance of success when placed in the DNA Decrypter. Failure in the DNA Decrypter generates a Mutated Basic Gene unless noted. Combining any of theses cells with a potion of cell growth will revert them to regular cells. Output percentages below assume incubator use on low-temp with no overclockers.
When building a Plasmid for a mutation you cannot uses a Basic Gene Helix, you Must use a Basic Mutated Helix, in hard mode you must use the specific mutation gene.
Bottle of Viral Agents: Tier III potion, used as a base splash potion for the negative effects to be transferred to mobs and players. Entering a viral cloud (created by throwing a VBA) will force the mob/player to receive the virus gene. Each gene will periodically create a negative status effect. While the effect can be temporarily removed with milk, it will always re-appear until the mob/player is cured with "The Cure" or dies.
The Cure: A special potion that will cure a player or mob of any virus.
- Mudane Potion + Organic Matter = Substrate
- Substrate + Basic Gene Helix = Potion of Cell Growth
- Potion of Cell Growth + Fermented Spider Eye = Potion of Mutation
- Potion of Mutation + Chorus Fruit = Bottle of Viral Agents
- Substrate + Any Cell = 3 of same cell (Brewing stand)
- Substrate + Any Cell = 18 of same cell (low-temp incubator)
- PCG + Any Cell = Potion of Cell Growth(That Cell Type)
- PCG(Blaze/magma cell) + Glowstone Dust = 50% Bioluminescence
- PCG(Villager/Shulker cell) + Emerald = 50% Keep Inventory
- PCG(Rabbit cell) + Redstone = 75% Speed
- PCG(Iron Golem cell) + Apple = 75% More hearts
- PCG(Chicken cell) + Egg = 75% Lay Egg
- PCG(Pig cell) + Pork Chop = 75% Meaty
- PCG(Enderman cell) + Ender Pearl = 75% Teleport
- PCG(Enderman cell) + Iron Ingot = 50% Item Magnet
- PCG(Enderman cell) + Golden Apple = 75% More hearts
- PCG(Slime cell) + Glowstone Dust = 50% Photosynthesis
- PCG(Creeper cell) + Spider Eye = 75% Scare Creeper
- PCG(Skeleton cell) + Spider Eye = 75% Scare Skeleton
- PCG(Bear cell) + Bone = 75% Claws
- PCM + Any Cell = Potion of Cell Mutation(That Cell Type)
- PCM(Any cell) + Sugar = 75% Basic Mutated Gene vs. Basic Gene
- PCM(Bat/Parrot cell) + Feather = 75% Flight
- PCM(Skeleton cell) + Coal = 75% Wither Skeleton Cell
- PCM(Wither Skeleton cell) + Potion of Weakness = 75% Wither Cell
- PCM(Bat/Parrot cell) + Notch apple = 50% Ender Dragon Cell vs Cell with 100% Flight
- PCM(Bat cell) + Dragon's Breath = 100% Ender Dragon Cell
- PCM(Shulker/Zombie cell) + Diamond = 50% Resistance II vs Resistance I
- PCM(Bear/Llama cell) + Emerald = 50% Strength II vs Strength I
- PCM(Bear/Llama cell) + Diamond = 50% Claws II vs Claws I
- PCM(Rabbit cell) + Redstone = 50% Speed II vs. Speed I
- PCM(Ocelot cell) + Redstone = 50% Speed III vs. Speed II
- PCM(Rabbit cell) + Emerald = 50% Luck I
- PCM(Rabbit cell) + Iron Ingot = 50% Haste II vs. Haste I
- PCM(Silverfish cell) + Redstone = 50% Efficiency IV vs. Efficiency I
- PCM(Zombie cell) + Spider Eye = 75% Scare Zombie
- PCM(Spider cell) + Spider Eye = 75% Scare Spider
- PCM(Ender Dragon cell) + Redstone = 50% Regeneration II vs Regeneration I
- PCM(Pig cell) + Blaze Powder = 50% Meaty II vs. Meaty I
- PCM(Skeleton/Bat cell) + Eye of Ender = 50% Invisibility
- PCM(Enderman cell) + Golden Apple = 50% More Hearts II vs More hearts I
- BVA + Poison Immunity Helix = Poison II
- BVA + Absorbtion/Wither Hit Helix = Poison IV
- BVA + Wither Proof Helix = Wither II
- BVA + Strength Helix = Weakness
- BVA + Night vision Helix = Blindness
- BVA + Speed I Helix = Slowness I
- BVA + Speed II Helix = Slowness IV
- BVA + Speed III/Flight Helix = Slowness VI
- BVA + Milky/Meaty/Lay Egg Helix = Nausea
- BVA + No Hunger Helix = Hunger
- BVA + Fire Proof Helix = Flambe
- BVA + Luck Helix = Bad Luck
- BVA + Haste Helix = Mining Fatigue
- BVA + Emerald Heart Helix = Convert Villagers to Zombie
- BVA + Scare Creeper Helix = Instant Death to Creepers (Green Death)
- BVA + Scare Zombie/Skeleton Helix = Instant Death to Undead (Un-Death)
- BVA + Resistance Helix = Instant Death to Passive Mobs (White Death)
- BVA + Resistance II Helix = Instant Death to Hostile Mobs (White Death)
- BVA + Dragon Breath Helix = Instant Death to ALL (Black Death)
Output is regular potion, but it can be converted to a splash potion using gunpowder
- BVA + Emerald Heart Helix = The Cure
(Because you read all the way to the bottom)
- Using a Cure potion on a Zombie Villager with instantly convert it into a villager
- Throwing a PCG on grass/dirt or crops works like super-bone-meal
- throwing a PCM on grass will create Cursed Earth if the Extra Utilities mod is installed