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Biotech

A mod that let you biologically engineer Minecraft.
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Biotech 2.3 - Forge 1.20.1

File namebiotech-forge-1.20.1-2.3.jar
Uploader
NsTutNsTut
Uploaded
Sep 18, 2026
Downloads
17
Size
357.3 KB
Mod Loaders
Forge
File ID
8911174
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:biotech-1119684:8911174")

Learn more about Curse Maven

What's new

Biotech 2.3

Biotech 2.3 expands captured animals from a fixed five-species implementation into a data-driven system while keeping existing worlds, item IDs, and livestock recipes compatible.

Added

  • Add Captured Animal v2 across Forge 1.20.1, NeoForge 1.21.1, and NeoForge 26.1.2.
  • Move Net Trap eligibility to the #biotech:capturable entity-type tag. The default tag includes cows, chickens, pigs, sheep, rabbits, horses, goats, llamas, and camels.
  • Add the generic biotech:captured_animal carrier for capturable entities that do not use one of Biotech's legacy livestock item IDs. The generic carrier is created through capture rather than exposed as an empty creative-tab item.
  • Render animal items with their in-game entity model instead of a dedicated flat item texture on all supported targets.
  • Add runtime regression coverage for captured-state storage/round trips and legacy animal-preview presentation state.

Changed

  • Keep the existing cow, chicken, pig, sheep, and rabbit item identities as a compatibility bridge. Generic captures of those same species can satisfy existing animal-machine recipe requirements when the stored entity type and adult/baby state match.
  • Store sanitized captured entity state before it enters the item payload, while preserving gameplay-relevant data needed when the animal is released again.
  • Replace Biotech-owned JEI recipe background sprites with JEI-native standard slot backgrounds and recipe arrows.
  • Let generic captured-animal machine requirements select species plus optional dult, aby, or ny lifecycle semantics while ignoring unrelated per-individual state.

Fixed

  • Prevent transient world identity and transform data from being persisted inside newly captured animal items.
  • Prevent legacy 1.20.1/1.21.1 animal item rendering from leaking the global entity-renderer shadow setting.
  • Suppress world-only nametags, fire, and glowing-outline effects on temporary legacy item-preview entities without changing the stored captured state.
  • Stabilize reconstructed animal previews so item rendering does not inherit constructor-randomized orientation between frames.
  • Reject #biotech:capturable entries that are not reconstructible entity types before consuming the Net Trap or original entity, preventing datapack mistakes from creating unreleasable captures.

Compatibility and packmakers

  • Existing captured cow/chicken/pig/sheep/rabbit items and existing machine recipes remain valid; no world migration is required for them.
  • #biotech:capturable accepts only reconstructible entity types. Non-constructible entries are ignored before capture consumes anything.
  • Adding a valid animal to #biotech:capturable enables Net Trap capture and the generic carrier, but does not automatically add Breeding Chamber, Terrestrial Habitat, or Slaughterhouse recipes. Add those recipes separately when extending livestock processing.
  • To extend biotech:capturable, datapacks use data/biotech/tags/entity_types/capturable.json on Forge 1.20.1 and data/biotech/tags/entity_type/capturable.json on NeoForge 1.21.1/26.1.2.
  • Supported targets remain Forge 1.20.1 (Java 17), NeoForge 1.21.1 (Java 21), and NeoForge 26.1.2 (Java 25).

See docs/upgrade-2.3.md for migration and datapack details.

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