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Migrated how genes are processed to be less hard coded
- Now other mods theoretically can, should they want to, provide their own functional genes.
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Added in the disabledGenes and disabledContamination config items
- They're both JSON arrays of strings, any ids successfully listed will be removed from the "active" pool
- Not being in the "active" pool means that you can not roll the gene on the gene encoder
- If you had the gene or contamination prior to it being disabled, it will be grayed out in the item description, and tell you the server had disabled it. The Gene will do nothing at that point.
- Increased drop rate of unidentified genes when holding a gene ripper (5% -> 10%)
- Increased spawn weight of infected human entities (land based ones) (2 -> 5 (about on par with witches))
- Added 4 more genes:
- Enderman Gene -
Spoiler
Gives the user extended reach when dry. Removes the extended reach and applies weakness when in water.
- Vindicator Gene -
Spoiler
Gives the user a speed and attack rate boost for a brief period of time after killing an entity with an axe (as determined by the Axe item tag)
- Wither Skeleton Gene -
Spoiler
When in the nether, attacks apply the wither effect to the enemy. When in the overworld, attacks apply the wither effect to the enemy, ONLY IF the user is above 10 hunger and 10 hearts (5 hearts, 5 filled hunger bar units), 1.25x hunger exhaustion
- Magma Cube Gene -
Spoiler
When taking fall damage while crouching, convert some or all fall damage, depending on the amount of damage and the quality of the gene, to a flaming pulse of fire damage that applies immediately to nearby mobs. Fire damage from the pulse is calculated as the fall damage reduced by the gene.
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Added 3 new contaminations:
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Giant contamination -
Spoiler
Inverse of the silverfish contamination, makes the player larger in scale. Additionally increases the block and entity interaction range to ensure the user isn't helpless at larger scales.
- Glass contamination -
Spoiler
Reduces maximum health of the player
- Shady contamination -
Spoiler
Villager trade prices are increased
- Removes the mechanic of genes breaking when applied twice
- This ended up causing more trouble than it's worth the way it's implemented now, but I'll go back to the drawing board and find a new solution for it.
- You'll still be hurt for removing genes.
- Adds the Silverfish Gene
- It makes you smol
- At 100% quality you cleanly fit in 1.5 block gaps without crouching, and can crouch into 1 block gaps.
- Consider it an apology for aforementioned issues above.
Change log (detailed)
- Rewritten codebase from 1.x to be easier to add on to and update
- New Gene System
- Adds the Gene Ripper, adding a low chance to harvest unidentified genes from entities when getting kills
- Adds a new village building, the Rusk Co. Research facility.
- Inside the research facility, the new block, the Gene Encoder
- This is used to identify genes, refine genes by adding the quality of genes of the same type together, or combine two different genes into one vial.
- This is also a villager work station.
- Adds the Genetic Researcher
- Sells supplies both genetic research, and dealing with the Immortuos Calyx infection.
- Adds Gene splicers, a Trinket/Curio that adds Gene trinket/curio slots to put identified genes into
- Identified Gene vials can have up to two genes contained within them, and potentially a contamination from refining/combining, as well as a quality/potency level
- Removing Genes harms the player with organ damage
- Genes are not reusable once implanted.
- This includes through dying with keep inventory.
- Genes added:
- Immortuos Gene - Chance to negate infection progression
- Zombie Gene - Provides natural armor to the user
- Ocelot Gene - Provides a small speed buff to the user
- Turtle Gene - Reduces damage the player takes while they are in water
- Iron Golem Gene - Gives a damage boost to a user for a brief time after taking damage
- Frog Gene - Increases jump height while crouching, does not protect from fall damage
- Contaminations added:
- Heliophobia - You burn in the sun
- Hydrophobia - Large amounts of water is lethal
- Genetic Destabilization - Random Spontaneous Combustion (flames, not explosions)
- Stagger - Increased damage taken
- Knee Pastafication - Slow down for a brief time when taking fall damage