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Mutations
#BioForge #BioForge_V2_0 #Build_V0_54T #Research #LegacyUpdated
#Mutations
Mutations are reloadable definitions that change how an active infection behaves. They are stored on the infection, evaluated on the server, and can produce compound behavior when several coexist.
- Mutations can come from random selection, commands, vaccine failure, a Random Mutation Vaccine, or another mutation interaction.
- A mutation may immediately change strain data, keep applying effects while infected, and/or run cleanup behavior when removed.
- Random selection respects pathogen compatibility, prerequisites, conflicts, enabled state, and weight.
- The mutation scrolling overlay presents a real selected result.
- Hidden definitions can avoid normal disclosure while remaining usable by rules.
| Mutation | Intended role |
|---|---|
| Bloodborne | Blood-oriented transmission behavior. |
| Hypervirulence | Higher infection pressure and stronger combinations. |
| Necrotic Fever | Persistent fever/weakness behavior. |
| Neural Decay | Neurological disease behavior. |
| Spore Cloud | Spore/transmission behavior. |
| Vaccine Defense | Immune escape and treatment resistance. |
| Reinforced Vaccine Defense | Compound mutation requiring Vaccine Defense and Hypervirulence. |
The JSON files are examples, not a hard-coded maximum.
A file under data/<namespace>/mutations/*.json can contain:
| Field | Meaning |
|---|---|
id |
Stable internal mutation ID. |
name, description
|
Readable metadata. |
pathogens |
Compatible pathogen families or UNIVERSAL. |
rarity, weight
|
Metadata and random-selection weight. |
enabled, hidden
|
Availability and disclosure. |
icon |
Optional visual resource. |
requires |
Mutations that must already exist. |
conflicts |
Mutations that prevent normal addition. |
tags |
Semantic flags used by treatment/addon logic. |
effects |
Mutation behaviors. |
interactions |
Combination behaviors. |
| Trigger | Use |
|---|---|
apply |
Runs when introduced or reconstructed; useful for strain-data changes. |
continuous |
Evaluated while infected with optional interval/chance/conditions. |
remove |
Runs when removed and can reverse or finish behavior. |
Aliases such as once, on_apply, tick, while_infected, and on_remove are accepted. Runtime behavior refreshes after login, respawn, load, and data reload.
| Type | Purpose |
|---|---|
modify_symptom |
Modify and clamp a numeric symptom such as infection strength. |
set_symptom |
Set a boolean, enum, or numeric symptom value. |
add_infection_type |
Add an infection/transmission route. |
remove_infection_type |
Remove an infection/transmission route. |
potion_effect |
Apply a Minecraft mob effect. |
spawn_particle |
Spawn particles around the host. |
attribute_modifier |
Add/multiply an entity attribute with cleanup. |
damage |
Deal generic, magic, wither, fire, or drowning-style damage. |
heal |
Heal the host. |
exhaustion |
Add player exhaustion. |
ignite |
Set the host on fire. |
play_sound |
Play a configured sound. |
Effects can use interval, chance, duration/amplifier, clamps, particle values, attribute operations, and health conditions. Invalid definitions are rejected during reload rather than becoming arbitrary behavior.
An interaction activates when any or all configured partner mutations are present. It can:
- Add extra effects.
- Modify a numeric parameter on a matching continuous effect.
- Suppress a matching effect.
- Grant another mutation.
- Remove an existing mutation.
- Force a grant when explicitly configured.
Example concept:
{
"id": "hypervirulent_fever",
"with": "hypervirulence",
"effect_modifiers": [
{
"match": {
"type": "potion_effect",
"target": "minecraft:weakness",
"trigger": "continuous"
},
"parameter": "amplifier",
"add": 1,
"min": 0,
"max": 4
}
]
}Necrotic Fever still owns the weakness effect, while Hypervirulence amplifies it. This avoids a Java branch for every possible pair.
- Full-vaccine cure chance is reduced by defense/immune-escape behavior.
- Failed treatment can preferentially select the configured defense mutation.
- Directed Mutation Vaccines can add or remove a known target.
- Random Mutation Vaccines select a compatible definition without revealing it immediately.
- Tags can encode special treatment requirements, including Rh-related requirements.
- Keep IDs stable after worlds store them.
- Prefer semantic tags for cross-system meaning.
- Use
weight: 0for compound-only mutations. - Use
requiresandconflictsto constrain random pools. - Use interactions for synergy instead of duplicating every pair.
- Test attribute cleanup, reload behavior, and multiplayer visuals.
The /bioforge mutate tree supports inspection, apply/add, remove, random, list, clear, refresh, and forced development operations. See BioForge Command Reference.
BioForge V2.0
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