Overview#
Biomancy is a comprehensive flesh-based technology mod that introduces a unique progression system centered around biological constructs. Unlike traditional tech mods that rely on metals and electricity, Biomancy utilizes nutrients, genetic material, and living tissue to power its machines and craft its tools. The mod blends themes of biopunk and body horror with a cartoony art style, offering players the ability to grow their own structures, clone entities, and inject themselves or others with powerful biological serums.
Core Concepts
- Nutrients: The primary energy source for all Biomancy machinery and living tools.
- Bio-Forging: A specialized crafting method using organic components to create living equipment.
- Bio-Alchemy: The process of extracting essences and creating serums for biological manipulation.
- Flesh Growth: The ability to grow procedural structures known as Flesh Mounds.
Getting Started#
The journey into Biomancy begins with the acquisition of biological materials. Standard tools are insufficient for extracting the specialized components needed for advanced bio-engineering.
The Primordial Core
Before you can craft any Biomancy tools, you must create a Primordial Core. This item acts as the heart of your first tools and machines.
| Ingredient | Amount |
|---|---|
| Raw Beef | 1 |
| Raw Porkchop | 1 |
| Raw Chicken | 1 |
| Raw Mutton | 1 |
| Rotten Flesh | 2 |
| Spider Eye | 1 |
| Ender Pearl | 2 |
The Flesh Plunderer
Once you have a Primordial Core, your first priority is crafting the Flesh Plunderer (also known as the Despoil Sickle). This weapon allows you to harvest unique biological drops from mobs.
- Recipe: 1x Primordial Core + 3x Bones + 2x Any Raw Meat.
- Function: Killing mobs with this tool yields specialized materials like Sharp Fangs, Bile Glands, and Sinew.
Resources & Materials#
Using the Flesh Plunderer on various creatures provides the building blocks for all organic technology. Different mob types yield different resources.
Biological Drops
| Material | Source Mob Types | Usage |
|---|---|---|
| Sharp Fang | Predators (Wolves, Cats) | Weapons, Decomposer |
| Sharp Claw | Predators (Wolves, Cats) | Bio-Forge, Ravenous Claws |
| Bile Gland | Livestock (Cows, Pigs) | Decomposer, Digester |
| Sinew | Most Animals | Elastic Fibers, Crafting |
| Bone Marrow | Skeletons, Most Animals | Bone Fragments, Serums |
| Volatile Gland | Creepers | Volatile Fluid, Explosives |
| Toxin Gland | Spiders, Bees | Toxin Extract, Serums |
| Withered Marrow | Wither Skeletons | Advanced Components |
Processed Components
These items are primarily obtained by processing raw materials in the Decomposer:
- Flesh Bits: Basic building material for flesh blocks.
- Bone Fragments: Used in place of bones for organic recipes.
- Elastic Fibers: Used for flexible organic constructs.
- Mineral Fragments: Extracted from biological sources for hardening tissue.
- Exotic Dust: Rare material used in high-tier bio-alchemy.
Machinery & Processing#
Biomancy features several "living" machines that breathe, digest, and process materials. These machines require Nutrients to function, which can be provided by feeding them raw meat or Nutrient Paste.
1. Digester
The Digester is the stomach of your laboratory. It converts food and plant matter into Nutrient Paste and Nutrient Bars.
- Input: Any food item (including poisonous potatoes and modded foods).
- Output: Nutrient Paste (used as fuel or food).
2. Decomposer
The Decomposer breaks down items into their base biological components. It is the primary way to obtain Flesh Bits, Bone Fragments, and Elastic Fibers.
- Input: Almost any item (meat, plants, mob drops).
- Output: Various biological components based on the input.
3. Bio-Forge
The Bio-Forge is the central crafting station for Biomancy. It features a unique interface where recipes are organized by category.
- Requirement: Requires Nutrients to operate.
- Function: Crafts living tools, armor, and decorative flesh blocks.
4. Bio-Lab
The Bio-Lab is used for advanced bio-alchemy and serum production.
- Function: Combines essences and compounds into injectable serums.
5. Primordial Cradle
The Cradle is used to create life. By filling it with raw meat and a catalyst (like a Potion of Regeneration), it will spawn a Flesh Blob.
- Catalysts: Different items added to the meat mix change the result (e.g., adding fangs creates a Hungry Flesh Blob).
Mobs & Entities#
Biomancy adds several unique entities, most of which are created through the Primordial Cradle or occur as a result of flesh spreading.
Flesh Blobs
Flesh Blobs are the primary "livestock" of the mod. They can be fed food to increase their size.
| Variant | Behavior | Drops |
|---|---|---|
| Flesh Blob | Passive; grows when fed; avoids players. | Living Flesh |
| Hungry Flesh Blob | Hostile; hunts other mobs to grow automatically. | Living Flesh |
| Malignant Flesh Blob | Hostile; spreads Malignant Veins upon death. | Living Flesh, Acid |
| Primordial Flesh Blob | Hostile; immune to acid; provides sacrifices to the Cradle. | Living Flesh, Exotic Dust |
Flesh Animals
Through the use of Breeding Stimulants, standard animals can be mutated into their "Flesh" counterparts (Flesh Cow, Flesh Pig, etc.). These variants often provide higher yields of biological materials when harvested.
Tools & Weapons#
Living tools in Biomancy do not have traditional durability. Instead, they consume Nutrients and can be "repaired" by feeding them raw meat directly in the inventory.
Ravenous Claws
A melee weapon that grows stronger with every kill.
- Blood Charge: Killing mobs builds up a charge meter.
- Awakened Mode: Press V to activate. Increases damage and grants lifesteal/bleed effects at the cost of Blood Charge.
- Damage: 7 (Base), 11 (Exalted).
Caustic Gunblade
A hybrid weapon that switches between melee and ranged modes.
- Ammo: Uses an internal acid chamber (10 shots) that regenerates over time.
- Acid Coat: Right-click to coat the blade in acid, applying Armor Shred and Corrosion to targets.
Bio-Injector
The primary tool for bio-alchemy. It allows the player to select and inject serums into themselves or other entities.
- Usage: Press V to open the serum selection radial menu. Right-click to inject a target; Shift+Right-click to self-inject.
Bio-Alchemy & Serums#
Serums are powerful biological agents crafted in the Bio-Lab. They are applied using the Bio-Injector.
| Serum | Effect |
|---|---|
| Rejuvenation | Reverts an animal to its baby form. |
| Aging | Forces a baby animal to grow up instantly. |
| Breeding Stimulant | Forces animals to breed (may cause minor damage). |
| Enlargement | Increases the size and HP of slimes and flesh blobs. |
| Shrinking | Decreases the size of entities. |
| Absorption | Grants 4 temporary absorption hearts to the user. |
| Cleansing | Removes all status effects (stronger than milk). |
| Insomnia Cure | Resets the player's insomnia timer to prevent Phantoms. |
| Frenzy | Increases attack speed and damage but causes loss of control. |
Flesh Mounds & Structures#
The Flesh Mound is a procedural, player-grown structure that serves as a living base or resource farm.
Growing a Mound
- Place a Primordial Cradle.
- Feed it Rotten Flesh and a Potion of Regeneration.
- Malignant Veins will begin to spread from the Cradle.
- Over time, these veins will consume soft blocks (dirt, grass) and replace them with Flesh Blocks, forming chambers and tunnels.
Environmental Influence
The shape of the mound is determined by the biome's temperature:
- Hot Biomes: Mounds grow tall and narrow.
- Cold Biomes: Mounds grow wide and flat.
Containment
Flesh growth can be contained using "hard" blocks like Cobblestone, Wood Planks, or Glass. The growth cannot replace blocks with a hardness equal to or greater than stone.
Compatibility#
Biomancy is designed to integrate seamlessly with other popular mods:
- Create (Bio-Factory): Adds Nutrient Fluid for pipe transport, mixing recipes for Nutrient Paste, and allows Flesh Doors to work on contraptions.
- Farmer's Delight: The Digester accepts all Farmer's Delight foods; adds recipes for Rich Soil using biological components.
- Alex's Mobs/Caves: Specialized drops are added to many creatures from these mods, and their meats are compatible with the Digester.
- Fungal Infection: Spore: Adds unique crafting recipes for spore-themed weapons within the Bio-Forge.
- Pehkui: Required for the Enlargement and Shrinking serums to function correctly.