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Expanded bioengineering cloning #277

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Da-Technomancer opened this issue Feb 24, 2024 · 0 comments
Open

Expanded bioengineering cloning #277

Da-Technomancer opened this issue Feb 24, 2024 · 0 comments

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@Da-Technomancer
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Scope
Overhaul the cloning and permanent potion effect mechanics in bioengineering.

Suggestion
Existing systems:
Currently, cloning goes:

  1. Take blood sample (done once per production line)
  2. Centrifuge blood sample (done once per production line, rarely automated)
  3. Modify blood sample and turn into embryo w/ life-spark capsule (done once per production line, rarely automated). Costs random resources
  4. [Optional] Copy embryo, costs cheap resources
  5. Incubate into clones
    While permanent potion injection goes:
  6. Incubate plasmids
  7. Inject

Proposed new systems:
Cloning goes:

  1. Take blood sample
  2. [Optional] Centrifuge blood sample
  3. [Optional] Modify centrifuged blood sample in life-spark capsule. Makes centrifuged blood sample, not embryo. Costs normal resources (ie, not a nametag).
  4. Make embryo in nutrition vat, which will be changed to be able to work from either embryos, blood samples, or centrifuged blood samples. Costs same resources as copying.
  5. [Optional] copy embryo, costs cheap resources.
  6. Incubate into clones

Modifying goes (expanded from just potion effects, and you can do it to mobs instead of just yourself):

  1. [Same as cloning] Take blood sample from mob type you want to change (player blood for self-modification)
  2. [Same as cloning] Centrifuge blood sample
  3. [Same as cloning] Modify centrifuged blood sample in life-spark capsule
  4. Combine centrifuged blood sample with mutagen in incubator to make genetic plasmids (customized with the traits from the blood sample)
  5. Inject genetic plasmids into target. The target will now have all the traits from the blood sample, not just potion effects- so you can make yourself bigger, faster, stronger, whatever. Target also suffers the degradation from the plasmids.

New traits:
Existing traits are:

  • potion effects
  • Imprinting
  • Respawning
    Add new traits for Vanilla attributes:
  • Scale: being added in MC1.20.5, so you can make yourself big or creepers tiny. Will also include step height
  • Movement speed (will also do flying speed)
  • Jump strength (will also include safe fall distance)
  • Armor

However, as a traits nerf to balance the new possibilities:

  • all traits will come with degradation built in, not just permanent potion effects
  • Increased cost to copy embryos/whatever in the nutrition vat, instead of 1 soul + a few mutagen for every trait combined.

Justification
Adds more reasons to do bioengineering, with more possible uses including things that you can't get from the other paths or most other mods.
Makes the complexity curve a little less steep, as 'basic' clones have one less step.
If you want modified clones, there are now two routes for mass production: copying the embryo with a resource cost, or making default clones (cheaply), then injecting them with processed blood taken from the modified clones, giving a reason to automate blood-taking

Impact
The injection of permanent potions and cloning will be unified from two separate systems into one.
Significantly more possible modifiers, both for clones and for the player- new powers to work towards.
Custom clones are more expensive and complicated to mass produce, while default clones are simpler.

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