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While we now have the bio lab for manipulating and producing interesting plants, the zoologists have very little to do at the moment. Introducing the mad scientist laboratory - your ideal set-up for the true experimentalist. Ethics be damned, everything goes under the knife.
Construction:
- 512 glass bottles
- 16 pig eggs
- 16 squid eggs (very useful for studying the nervous system)
- 16 horse eggs
- 16 villager eggs (very nervous studying the system)
- EDIT:
1 Silk touch book1 pair never-used silk touch shears
Fuel:
This factory burns emeralds instead of charcoal, to provide the magical environment necessary for otherwise improbable combinations. How do you burn emeralds? We don't quite know.
Recipes:
- Mutate pigmen - your very own Frankenstein experiment! 16 pigman eggs for 16 pig eggs, 16 villager eggs
- Infect zombies. 8 zombie eggs for 16 villager eggs, 512 rotten flesh. The process is a little... unreliable.
- Mutate skeletons (what do you get if you strip the flesh off a zombie?). 8 skeleton eggs for 16 zombie eggs, 256 bone, 64 blaze powder.
- Mutate creepers (or at least close enough to trick the newfriends). 8 creeper eggs for 16 skeleton eggs, 32 blaze powder, 16 TNT, 32 lime wool.
- Mutate witches (infuse 'em with some magical stuff, what could go wrong?). 4 witch eggs for 16 villager eggs, 16 ghasts' tears. OK, this one's really quite unreliable.
- Mutate spiders (need a lot of legs). 4 spider eggs for 16 squid eggs, 16 cow eggs, 256 spider eyes
- Mutate cave spiders (spiders poison = fun). 8 cave spider eggs for 16 spider eggs, 128 poisonous potatoes, 256 spider eyes (better vision you see).
Config on https://github.com/pruby/FactoryMod-1/tree/mad_scientist_lab . So, denizens of Civcraft adminsque, do I have your support?
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