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Sounds, Particles, and Warden Hearing
#BioForge #BioForge_V2_0 #Build_V0_54T #Mechanic #Sound #Particle #Warden #Accessibility #PlayerGuide
BioForge uses sounds/particles as readable disease and machine feedback.
Coughing and sneezing choose from multiple bundled variants, create visible respiratory particles, and emit a gameplay event that the Warden can hear. Medical Masks and full HazCure muffle those sounds. Paranoia uses intermittent voices; mutation effects may declare particles and sounds with intervals/chances.
Machines use appropriate feedback: UI button variants, gene completion, chamber completion, disinfection, liquid pour, chemical production, and centrifuge operation. Sounds should confirm state without being the only way to understand it; GUI progress and particles remain available.
Addon mutation effects can use registered play-sound/spawn-particle behavior, including a game-event ID when other mobs should react.
BioForge V2.0
Catalogues
- Item Catalogue
- Block and Machine Catalogue
- Mechanics Index
- Mutation Catalogue
- Symptom Catalogue
- Transmission Catalogue
- Command Catalogue
Research
- Research Tablet Progression
- CRISPR Programming
- Vaccine Maker Pages and Inventory
- Vaccines and Immunity
- Containment and PPE
Customization
- Modpack Maker Guide
- Addon Developer Guide
- BioForge addon creation guide
- Localization and Translation
Project