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Mutation System

jenki258 edited this page Aug 23, 2026 · 2 revisions

Mutation System

#BioForge #BioForge_V2_0 #Build_V0_54T #Mechanic #Mutation #JSON #PlayerGuide #ModpackGuide #AddonDevelopment

Mutations are reloadable strain definitions with compatibility, selection, lifecycle effects, and interactions. V0.54T bundles 81 definitions; the Universal pathogen class can use every bundled mutation.

Acquisition

Mutations may be part of a natural strain, selected naturally/at random, granted by an interaction, introduced by a failed vaccine, added through a directed or random mutation vaccine, recovered as a rare wild-host gene, or assigned by command.

Selection rules

Enabled state, pathogen compatibility, prerequisites, conflicts, hidden state, weight, rarity, and server switches are validated. Weight zero mutations are normally reached through explicit lifecycle/interaction/wild-host logic instead of random selection.

Runtime

Effects may run on apply, continuously at an interval/chance, or on removal. Built-in effects can modify symptoms, add/remove routes, apply potion effects/attributes, deal damage, heal, exhaust, ignite, play sounds, spawn particles, climb, camouflage, clear effects, react to light/grass/water, breathe underwater, or self-destruct.

Data safety

Invalid effect definitions are rejected rather than silently becoming broken runtime behavior. See Mutation Catalogue, Mutation API, and Testing and Validation.

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