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2.0
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BioForge V2.0 — Full Rewrite
BioForge V2.0 is a complete remake of the mod following the final 1.1.2 release. This is not a content patch or a direct continuation of the old implementation: the mod has been rebuilt as a connected biomedical progression system with a new codebase, new mechanics, new machines, and a supported extension platform. BioForge is no longer an MCreator project. V2.0 is written in Java for Minecraft 1.20.1 Forge | 1.21.1 NeoForge and uses a data-driven architecture designed for dedicated servers, modpacks, datapacks, and Java addons.
Important migration notice
- BioForge 1.1.2 worlds, items, machines, and biological data must not be assumed to migrate directly to V2.0.
- Back up every existing world before installing V2.0.
- A fresh world is recommended for the intended progression experience.
- Remove the old BioForge version before installing V2.0; never load both versions together.
- Clients and dedicated servers must use matching BioForge versions and matching Java addons.
New connected gameplay loop
- Diagnose patients with field equipment, symptoms, medical records, viral scanners, and environmental evidence.
- Collect blood and biological samples while managing sterility and cross-contamination.
- Separate blood, cultivate pathogens, and inspect samples using dedicated laboratory machines.
- Research strains instead of receiving complete biological information from ordinary tooltips.
- Program CRISPR cartridges, select a compatible Cas/PAM module, and reconstruct the observed infection.
- Produce vaccines, directed treatments, resistance pills, and symptom suppressants.
- Verify uncertain treatment quality through vaccinated-blood assays in the Microscope.
- Contain infected areas, protect personnel, and remove airborne and surface contamination.
Infection system rebuilt
- Added six pathogen classes with distinct research and gameplay properties.
- Added persistent strain data, strain fingerprints, naming, cataloguing, and administrative renaming.
- Added configurable incubation periods that delay active symptoms and mutation behaviour.
- Added finite or infinite pathogen lifespan and self-destruction behaviour.
- Added infectivity, infection strength, cure resistance, microscope visibility, colony radius, and infestation-capacity mechanics.
- Added climate-dependent incubation and natural hot/cold adaptation.
- Added competing-strain replacement rules.
- Added persistent strain immunity with quality-based duration.
- Added natural infections and weighted wild-host disease reservoirs.
- Added the naturally occurring Zombie Necrotic Virus.
- Added complete infection invulnerability controls for testing, administration, and protected players.
Eight functional transmission routes
- Air-borne transmission now uses rooms, openings, concentration reservoirs, decay, masks, containment equipment, and Air Vents.
- Contact-based transmission contaminates blocks through interaction, movement, and infected hosts.
- Environmental transmission creates persistent colonies and interacts with airborne and surface spread.
- Food-borne transmission can persist through contaminated ingredients, crafted food, and consumption.
- Water-borne transmission can spread through drinks, potions, and compatible processing.
- Animal transmission can propagate through infected hosts, meat, eggs, drops, and derived recipes.
- Blood transmission works through needles, syringes, tubes, equipment reuse, and infected samples.
- Attack-based transmission works through direct combat and respects protective equipment.
- Transmission routes can interact instead of behaving as isolated toggles.
- Added configurable decay, cleanup limits, infection chances, and global transmission controls.
Mutations rebuilt and expanded
- Added 81 bundled mutation definitions.
- Every mutation can be applied to the Universal pathogen class.
- Added weighted rarity, requirements, conflicts, grants, removals, and multi-mutation interactions.
- Added apply, continuous, interval, chance, and removal behaviour.
- Added tiered effect mutations and more specialised gameplay mutations.
- Added wall climbing, scanner evasion, grass dependency, flesh cravings, camouflage, aquatic respiration, respiratory shedding, environmental persistence, vaccine defence, climate adaptation, and self-destruction.
- Added wild-host genes obtained from porcine, bovine, and avian reservoirs.
- Added a slot-machine presentation for newly acquired and random mutations.
- Mutation effects are restored after reloads and other relevant state transitions.
- Mutation names and descriptions are fully localisable with backward-compatible literal fallbacks for addons.
Symptoms and diagnosis
- Added 17 typed clinical and biological parameters.
- Symptoms can affect temperature, heart rate, oxygen saturation, perfusion, reflexes, breathing, tissue condition, strength, visibility, and colony behaviour.
- Added gameplay consequences for respiratory, neurological, thermal, metabolic, and tissue symptoms.
- Coughing and sneezing now have particles, sounds, transmission consequences, equipment muffling, and Warden vibration behaviour.
- Honey can relieve coughing.
- Added symptom-specific suppressant tablets with quality-dependent duration and colouring.
- Added the Thermometer, Stethoscope, Pulse Oximeter, Reflex Hammer, Otoscope, Mirror, and contamination scanner.
- Diagnostic tools work with the Medical Clipboard and persistent patient records.
Blood and sample handling
- Rebuilt blood amount, blood loss, and blood-type systems.
- Added ABO/Rh compatibility and Anti-A, Anti-B, and Anti-D testing.
- Added persistent blood knowledge that invalidates when the subject's blood data changes.
- Added syringes, multiple needle tiers, test tubes, blood slides, plasma, cell pellets, and culture samples.
- Blood can be transferred between compatible syringes and test tubes while preserving infection data.
- Added sterility, dirty equipment, cleaning, and cross-contamination rules.
- Medical Notes, Medical Reports, CRISPR Notes, books, and templates can be copied without destroying existing text.
- Added Gene Imprints for researched symptoms, mutations, and transmission data.
- Biological information is stored through BioForge's NBT obfuscation layer.
Laboratory machines
- Rebuilt the Centrifuge with eight processing lanes, visible samples, processing animation, persistence, and dedicated recipes.
- Rebuilt the Incubator with parallel processing, pathogen catalysts, culture progression, and dedicated recipes.
- Rebuilt the Microscope with per-sample calibration, persistent calibration targets, diagnostic reagents, sample rendering, animated controls, emitted light, and vaccinated-blood assays.
- Added the multi-page Vaccine Maker with CRISPR programming, research journal, crafting inventory, and correction matrix pages.
- Added the Chemical Synthesizer with three inputs and one output.
- Added the Pharma Mixer with five inputs, a product output, and a waste output.
- Added the Sterilization Chamber for parallel in-place cleaning and conversion.
- Restored and rebuilt the Barrel Press for fermentation-related ingredients such as Wine Must.
- Machines now have separate recipe systems, interfaces, models, persistence, sounds, and JEI categories.
- Relevant machines face the player when placed and provide redstone behaviour where appropriate.
CRISPR and Vaccine Maker
- Added fifteen programmable CRISPR cartridge positions using a four-base sequence system.
- Added data-driven guide profiles and Cas/PAM modules with different compatibility and efficiency.
- Added sample-bound CRISPR templates and reusable correction notes.
- Added a correction matrix covering symptoms, mutations, transmission routes, and infection parameters.
- Added numeric and percentage correction controls, reset, import, read, and write operations.
- Medical Reports and Gene Imprints can contribute researched evidence to vaccine preparation.
- Vaccine quality combines CRISPR accuracy, correction accuracy, research evidence, host data, and recipe rules.
- Exact quality is intentionally concealed until the treatment is tested through a blood assay.
- Added full-strain vaccines, symptom vaccines, mutation vaccines, transmission vaccines, random-mutation vaccines, and temporary resistance pills.
- Full-strain vaccines can cure matching infections and grant temporary strain immunity.
- Failed or mismatched vaccination can select vaccine-defence mutations instead of guaranteeing a cure.
- Vaccine balance is configurable per world through server configuration.
Containment and environmental biology
- Added persistent airborne reservoirs and contaminated surfaces.
- Added microbial mats, colony cores, sporocarps, necrotic patches, infested blocks, infested crops, and contaminated substrate.
- Added decontamination fluid and area-cleanup commands.
- Added passive Air Vent suppression for airborne contamination.
- Added an Area Contamination Scanner with temporary hazard visualisation.
- Added four viral scanner configurations with redstone output and scanner-evasion support.
- Added Medical Masks, Protective Gloves, Ice Bag Harnesses, Magma Bag Harnesses, and modular HazCure equipment.
- Protective equipment now affects inward exposure, outward shedding, direct contact, temperature damage, and blood access according to its role.
- HazCure biological protection is separated from its intentionally moderate physical armour defence.
Research and progression
- Added a custom Research Tablet without requiring Patchouli.
- Research pages unlock through gameplay and provide progression notifications.
- Added structured information for equipment, samples, machines, infections, symptoms, mutations, treatments, containment, and addon systems.
- Added graphical recipe layouts inside the Research Tablet.
- Added a rebuilt BioForge advancement tree with 21 progression goals.
- Added dedicated creative-tab organisation and clearer progression materials.
- Added black steel, laboratory glassware, sterile filters, precision mechanisms, processors, chemical components, and other progression ingredients.
- Reworked recipes around a longer laboratory progression and cross-mod-friendly tags.
JEI and recipe discovery
- Added JEI categories for BioForge's custom processing stations.
- Added machine-specific recipe displays instead of combining unrelated laboratory recipes.
- Added station indicators so players can discover what each machine is used for.
- Added vaccine, pill, chemical, pharmaceutical, sterilisation, incubation, centrifugation, and barrel-processing recipe support.
- JEI remains optional at runtime; the Research Tablet provides an in-mod discovery path.
Visuals, models, and audio
- Rebuilt machine and equipment presentation with custom models and textures.
- Added visible machine contents, animated Centrifuge samples, Microscope controls, indicator lights, and processing states.
- Added custom armour and wearable models with optional Curios integration.
- Added mutation animation, particles, scanner visualisation, clinical effects, and environmental contamination visuals.
- Restored and integrated coughing, sneezing, laboratory, interface, alarm, analysis, and completion sounds.
- Added subtitles for every bundled BioForge sound event.
Configuration and modpack support
- Added per-world server configuration for balance, spreading, contamination, protection, treatment, and performance.
- Built-in symptoms, mutations, natural infections, and transmission systems can be enabled or disabled for modpacks.
- Recipes use tags where interchangeability is appropriate while identity-sensitive medical components remain exact.
- Added administration, infection, immunity, research, contamination, validation, and stress-testing commands.
- Added atomic definition reload behaviour so invalid datapacks do not silently replace a valid active snapshot.
Datapacks and Java addons
- Added data-driven pathogen, symptom, transmission, mutation, lifecycle, natural-infection, CRISPR, vaccine, machine-recipe, microscope-mapping, and Research Tablet systems.
- Added public Java addon API version 3 for code-driven extensions.
- Added custom behaviour registration for transmissions, symptoms, mutation effects, Vaccine Maker operations, machines, and research content.
- Added stable namespaced IDs, alias handling, priorities, validation, client synchronisation, and reload support.
- Added extensive player, modpack-maker, JSON, and Java-addon documentation.
- BioForge V2.0 can function as a standalone progression mod or as a platform for specialised biomedical addons.
Localisation
- Added complete English, Russian, Ukrainian, German, and Turkish language files.
- Localised Research Tablet pages, machines, items, commands, symptoms, transmissions, mutations, Cas/PAM modules, generated medical text, and subtitles.
- All bundled locales share the same key set and formatting placeholders.
Technical rewrite
- Removed the old MCreator-generated implementation.
- Rebuilt BioForge as a hand-written Java/Forge project.
- Added dedicated-server-safe client/server separation.
- Added server-authoritative infection, machine, research, contamination, and treatment state.
- Added bounded processing, cached room scanning, contamination cleanup budgets, and spatial indexing.
- Added persistent versioned data for research, vaccines, assays, immunity, strain names, lifecycle state, and biological samples.
- Added built-in validation, reporting, blood-sample generation, and stress-test commands.
- Added optional JEI and Curios integrations without making either mod mandatory.
BioForge V2.0 is the new foundation of the project. Future updates and addons should target the V2 data formats and Java API rather than the discontinued 1.1.2 implementation.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:yio53mVc:rEL2Q8LH"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:yio53mVc:rEL2Q8LH"
}

