dnagenesis-0.2.0.jar
Curse Maven Snippet
What's new
v0.2.0 — Initial Release
First public release of DNA Genesis.
Core loop
- Extract, process, and inject DNA from any of 63 creatures to gain its abilities.
- Right-click a creature with an Empty Syringe to collect a blood sample.
- Process samples at the Extraction Station — success chance depends on the creature's rarity: Common 70% / Uncommon 50% / Rare 30% / Epic 10% / Legendary 5%.
- Inject the resulting DNA to gain its kit. Only one DNA active at a time; use a Purifying Serum to clear it and start over.
Every DNA has the same kit
- Tier 0 (on injection): one active ability (keybind) and one curse — a real drawback tied to the creature, kept at every tier.
- Tier 1: the active gets stronger, and you gain the creature's generic trait — grazing for herbivores, water breathing for aquatic creatures, an elytra-style glide for winged flyers, creative-style flight for wingless flyers, an ore sense for Bat and Silverfish, an extra row of hearts for bosses.
- Tier 2: the active gets even stronger, plus a second, more specific passive.
- Complete creature-specific missions (kill counts, item turn-ins, survival challenges) to unlock each tier.
Rarity
- Every creature is ranked Common, Uncommon, Rare, Epic or Legendary based on its kit — all flyers are Epic, the three bosses (Wither, Ender Dragon, Warden) are Legendary, and the Warden now requires defeating one first, just like the other two bosses.
- Rarity colors the DNA syringes and shows in the DNA screen, item tooltips and the guide book.
Extraction Station
- Configurable per-side input/output (hoppers respected), progress arrow, and a dark-panel GUI readable at any GUI Scale.
In-game documentation
- Full guide book (Patchouli) organized by rarity, documenting every ability with exact numbers, percentages and cooldowns per tier — no vague flavor text.
- JEI integration for the Extraction Station recipe and every sample/DNA pairing.
- Available in English, Portuguese and Spanish.
Multiplayer
- Per-player progress — DNA, tier, and mission state are tracked separately for every player.
- Area-of-effect abilities are scoped to mobs only and never hit other players.
- Sensor abilities (Keen Hearing, Sculk Sense, Bat's Sonic Screech) highlight nearby mobs with a glow visible only to the DNA holder.
Requirements
- Minecraft Forge 1.20.1
- Lodestone (required — visual effects)
- Patchouli (required — the in-game guide book)
A Note on Balance Ability numbers are a first pass and will be tuned based on feedback. Bug reports welcome.
This mod has no additional files

