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Factory proposal (w/configuration) - Mad Scientist Laboratory
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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 book 1 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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10 years ago