Genetics : Compound-V Edition

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Genetics : Compound-V Edition

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Adds Genetics + Compound-V mechanic from The Boys !

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Genetics: Compound V edition 2.0.0

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Discord: https://discord.gg/UzfJBbE7pc

Genetics: Compound V Edition is a 1.20.1 port and remake of the following mods:

  • Genetics Reborn by chocolate_milkk__
  • Advanced Genetics by TeamDNA
  • Genetics: Resequenced by aaronhowser1

It also adds 10 more genes to the 80+ already ingame and a gameplay inspired by Compound V from The Boys, implementing superpowers ! Actually 65 powers implemented ! 

Here's the list: (type "/compoundv getpowerinfo ingame to get details about the powers !) 

    • Astral Projection: Soul Sand + Phantom Membrane
    • Blink: Ender Pearl + Spyglass
    • Blood Weapon: Rotten Flesh + Iron Sword
    • Clone: Name Tag + Slime Ball
    • Compress: Cell + Hopper
    • Copy: Hopper + Sponge
    • Crowd Power: Ender Eye + Golden Apple
    • Cryo Breath: Blue Ice + Snowball
    • Custom OI: Jukebox + Note Block
    • Damage Control: Iron Sword + Golden Carrot
    • Density Control: Anvil + Feather
    • Eagle Archer: Bow + Feather
    • Electrokinesis: Lightning Rod + Diamond
    • Entity Tracker: Spyglass + Compass
    • Flight: Elytra + Phantom Membrane
    • Food Enjoyer: Golden Apple + Cake
    • Gene Eater: DNA Helix + Golden Apple
    • Glass Path: Glass + Phantom Membrane
    • Glowing Eyes: Glow Ink Sac + Golden Carrot
    • Green Thumb: Bone Meal + Oak Sapling
    • Hughie Teleport: Ender Pearl + Leather
    • Hydrokinesis: Water Bucket + Redstone Block
    • Intangible: Phantom Membrane + Glass
    • Invisibility: Fermented Spider Eye + Glass Bottle
    • Item Duplication: Echo Shard + Slime Ball
    • Laser Eyes: Blaze Rod + Ghast Tear
    • Life Enjoyer: Regen Potion + Iron Block
    • Mind Control: Lead + Redstone Block
    • Mob Camouflage: Leather + Black Dye
    • Mob Duplication: DNA Helix + Slime Ball
    • Molecular Mimic: Iron Block + Diamond
    • Mole: Diamond Shovel + Sugar
    • Music Enjoyer: Note Block + Music Disc Cat
    • Night Fury: Clock + Gunpowder
    • OI: Goat Horn + Note Block
    • Pocket Dimension: Shulker Shell + Ender Pearl
    • Powerplex: Conduit + Amethyst Shard
    • Primate Feet: Rabbit Foot + Iron Boots
    • Projectile Deflection: Ender Pearl + Shield
    • Propagation: Sculk Catalyst + Obsidian
    • Psychic Link: Amethyst Shard + Echo Shard
    • Pyrokinesis: Lava Bucket + Fire Charge
    • Radioactivity Field: Fermented Spider Eye + Glowstone Dust
    • Reality Warp: Stone Button + Compass
    • Regeneration: Enchanted Golden Apple + Totem of Undying
    • Reverse Logic: Emerald + Quartz
    • Rewind: Clock + Echo Shard
    • Revive Joker: Totem of Undying + Echo Shard
    • Soldier Boy: Iron Block + Crying Obsidian
    • Stop Time: Clock + Nether Star
    • Stun: Gunpowder + Flint
    • Stylist: Shears + Shears
    • Super Jump: Iron Block + Rabbit Foot
    • Super Speed: Sugar + Rabbit Foot
    • Super Strength: Diamond Pickaxe + Anvil
    • Swap Position: Ender Pearl + Amethyst Shard
    • Telekinesis: Ender Pearl + TNT
    • Telepathy: Spyglass + Book
    • Temporal Displacement: Clock + Repeater
    • Time Travel: Clock + Ender Eye
    • Trade Offer: Emerald Block + Paper
    • Water Walking: Lily Pad + Ice
    • Wild Card: Comparator + Gold Block

A. GENETICS

This is a 1.20.1 port that brings back the content from those mods, including:

  • All the block logic from the Genetics mods
  • chocolate_milkk__’s cloning machine: the player can scrape their own cells to clone themselves. The clone can be equipped like a companion and assist the player! The chance to get a friendly vs hostile clone is proportional to the number of overclockers: the faster the cloning, the higher the risk of a hostile clone!
  • The gene-injection mechanic for mobs and the implemented GMOs, as well as the “required genes to inject stronger genes” logic introduced by aaronhowser1

And it adds new elements:

  • No dependency required to install this mod
  • Visual rework of the mod’s items
  • 10 new genes !
  • Rework of the cloning machine
  • A clear, intuitive overlay inside machines: easier to understand for new players

B. COMPOUND V

This mod also (and primarily!) adds The Boys’ Compound V, including:

1 - Two new blocks: Serum Synthetizer and Serum Modulator, used for all Compound V crafting.

2 - Plasmid-V: a plasmid with a success chance when crafting it; once obtained, it allows you to synthesize the 3 V serums.

3 - Innate power system: every player has a predefined innate power, unlocked upon the first injection of Compound V. This power may be useful or not—don’t panic if you’re disappointed: there’s a way to change it! (See FAQ)

4 - Three craftable Compound V types via the Serum Synthetizer:

  • Compound V (permanent): 40% chance per injection to unlock your innate power; 60% chance to get temporary Regeneration I if it fails
  • V24 / Temp-V (temporary): 80% chance to temporarily gain your innate power for 1 to 10 minutes
  • V-One: original serum, rarer but stronger; 60% chance to unlock your innate power and either a secondary power or 1–3 additional permanent buffs (strength, speed, resistance, etc.)

5 - Serum modulation system: if you don’t like your innate power, or if Temp-V doesn’t last long enough, the Serum Modulator lets you:

  • Compound V / V-One: modulate which power the serum gives. By combining a vial/syringe with two items inside the block, you can increase the chance that the serum grants the targeted power through its predefined recipe!
  • Temp-V / V24: modulate this serum too, and increase its duration!

6 - Currently 15 powers implemented! (List in the gallery / video showcase coming soon.) Plan to add 20 more in progress, and I’m open to suggestions for any other additions!
NOTE: any power that would require another mod will be designed as an addon for two reasons:

  • Anyone can create their own extension for the mod
  • No extra dependencies! (Example: a size-changing power would require Pehkui, so it will be added later as an addon.)

C. GENETICS FAQ

1. What differences are there compared to other Genetics mods? Any future implementations?
→ None! This part of the mod is a faithful adaptation of what already exists, and in my opinion it already makes players sufficiently “overpowered” once they stack 20 genes!
Unless explicitly requested, I don’t plan to expand the Genetics side further—it’s already very complete. If a request frequently comes up to add a gene, a feature, balancing changes, etc., I’ll do it, but otherwise I don’t plan to add extra blocks or new concepts. I’m still open to new ideas and will add them if needed!

2. Will this mod follow Genetics mods that are still being updated?
→ Short answer: No
→ Long answer: No, because if the other developers want to adapt their versions to 1.20.1, this mod is not meant to compete. It’s meant to be a faithful “package” honoring my predecessors: I’m a fan and a nostalgic player, and my main motivation was to have this mod on a popular Minecraft version with lots of content!
Again, if people repeatedly ask for additions, I’ll add them—but I don’t plan to expand the Genetics “lore.” I want to focus on Compound V first!

3. I found a bug!
→ Message me on this site, or on Discord! I’ll try to fix it as soon as possible. I already fixed a lot of bugs, but there will always be some—so if you find one, let me know!

4. Can you make a showcase of the Genetics part?
→ It will be briefly covered in the showcase video, but since this mod uses the foundations of the other Genetics mods, the wikis for Genetics: Resequenced and Genetics: Reborn will do an excellent job!


D. COMPOUND V FAQ

0. I can’t craft/inject Compound V:
→ For recipes, check the gallery or the video showcase!
→ The steps are simple: once you get a vial of Compound V (warning: you must place an empty vial in the bottom slot of the Serum Synthetizer!), put the vial in your offhand and the syringe in your main hand, then extract it! You’ll get a serum syringe ready to inject.
Note: if needed, you can still modulate the serum even if it’s already inside a syringe!

1. How do I use <POWER>?
→ I don’t plan to make a dedicated wiki site or depend on Patchouli—I want this mod to work as standalone as possible!
Recipe info and detailed gameplay will be in the showcase video, and detailed information about your current power can be obtained with:
/compoundv getpowerinfo

2. I injected serum but nothing happens? Explain the innate power concept again.
→ When injecting a serum: there’s a 5-second delay, then you take damage + nausea/blindness.
If the Compound fails (reminder: 50% with Compound V, 80% with V24, 70% with V-One), you get Regeneration I for 30 seconds.
If it succeeds, the game won’t tell you what you unlocked until after 3 uses: you’ll need to use it at least once without knowing what it does!

3. Why are powers “weak” / Why do they consume so much hunger?
→ All powers use a leveling system: Level 1 consumes a lot of hunger/energy, has sometimes long cooldowns, and intentionally limited power/range. You’ll need to use it to gain experience!
The more you progress, the more you unlock extra capabilities / less exhausting powers / shorter cooldowns / greater range.
Example: Laser Eyes Level 1 deals little damage and doesn’t affect the environment. Laser Eyes Level 5 can ignite targets, deal heavy damage, and apply a “smelt” effect to targeted blocks!
Another example: you can shoot a furnace and “charge” it with the equivalent of a coal at level 1, versus a lava bucket at level 5!

4. I don’t like my power / My power is mediocre
→ Unlucky if it’s mediocre! But good news: you can change it!
→ The Serum Modulator lets you combine a filled vial/syringe of your chosen V serum with two items; the serum will increase the chance to grant the power corresponding to those two items! The operation can be repeated to further raise the odds!

Into the Serum Modulator there's two modes:

  • Major mode: use it to modulate the primary power for Compound-V / V24 / V-one
  • Minor mode: use it with V-One only to modulate the secondary power ! Warning: powerful powers cannot be a secondary power ! 
  • Modulation recipes are available into the mod's gallery ! 

5. How do I remove a power? How do I cheat?
→ For admins: /compoundv to give, remove, or change a power’s level!
→ For players: craft Compound V Remover and inject it. Guaranteed success!

5 (bis). If I got a power by modulating the serum, and I lose the power, which one do I get back: my innate power or the modulated one?
→ If you lose the modulated power, you regain your innate power. You’ll need to modulate serum again!

6. How long does V24 / Temp-V last?
By default: 1 minute. But you can increase its duration in the Serum Modulator by combining it with a Compound V Modulator, up to 10 minutes.

7. What’s the point of V-One?
→ In the show, V-One is more stable and grants stronger powers—the idea is the same here: with V-One, higher success chance, higher chance of a “powerful” innate power (innate power is assigned on the first injection of any of the 3 serums), and also a chance to get:

  • a powerful power plus a “minor” power
  • a powerful power plus 1–3 permanent potion/gene effects (among useful genes: don’t panic, you won’t get “eat grass + lay eggs + drop feather”)

So, injecting V-One first gives you better odds of success and more likely a better innate power, plus potentially a secondary power or other permanent buffs.

8. Can you add <POWER>?

  • Short answer: Yes
  • Long answer: Yes, BUT: if you request an addition, I don’t just want “add this.” You need to describe what you have in mind (if you have specific ideas) and it must remain feasible.
    For example: a power to jump to another server or “rewind time” isn’t realistic—unless it’s mimicked via a copy-dimension system, which would be heavy. Possible, but more suited as an extension/addon rather than part of the base package.

9. What’s the control logic for powers? How do I use them?
→ I won’t add 5 GUIs, 50 HUDs, and 50 keybinds—the goal is to stay fairly simple!
There’s currently a Primary Power key to control most power functions and a Secondary Power key for players who have 2 powers via V-One. If that’s not enough, a 3rd key may be added as needed.
In general: Primary Power / Sprint / Crouch already enable a lot of interactions.

Example with the Flight power:

  • Passively grants creative-like flight with speed and hunger consumption depending on level
  • Primary Power triggers an aerial dash and puts the player into Elytra mode; you can dash again in that mode to accelerate!
  • Crouch has multiple functions too: if you dash on the ground and, on impact, keep holding crouch within 3 seconds, you create an impact/knockback/crater depending on power level

10. How do I get upgraded powers ? 

Some powers can be upgraded (Soldier boy for example). You have to inject 10 radioactive compound V syringe, than each injection has 40% of probability to upgrade your power ! 

To obtain a radioactive syringe, you need to get the power radioactive field. using this power has a probability to transform compound V syringe when exposed to radiations

Genetics: Compound V Edition

is a 1.20.1 port and remake of the following mods:

-Genetics Reborn by chocolate_milkk__

-Advanced Genetics by TeamDNA

-Genetics: Resequenced by aaronhowser1

It also adds 10 mores genes to the 80+ already ingame and a gameplay inspired by Compound V from The Boys, implementing superpowers ! Actually 36 powers implemented !

Here's the list:

1.0.0

  • Super jump
  • Clone
  • Laser eyes
  • Super Strenght
  • Blink
  • Hover / Flight
  • Intangibility
  • Swap position
  • Super speed / A-Train
  • Rewind
  • Entity tracker
  • Green thumb
  • Mob camouflage
  • Invisibility
  • Water walking
  • Telekinesis
  • Night fury
  • Stop time
  • Oi
  • Custom Oi

1.0.2:

  • Copy: temporarily copies the power of a nearby player
  • Density Control: lets you increase or decrease your density
  • Food Enjoyer: reduces hunger drain + increases food effectiveness when activated
  • Hydrokinesis: underwater and rain buffs
  • Life Enjoyer: temporarily adds a certain number of hearts to the player
  • Mind Control: sneak + power to set a command. Aim at a player/mob to force them to perform the action for a set duration
  • Pyrokinesis: fire resistance + fire shield + ability to throw fireballs
  • Reality Warp: using this power triggers a random event around the player, positive or negative (example: can turn 5 stone into 5 diamond ore, can make anvils fall from the sky, or can transform the cobblestone in your inventory into any other item…)
  • Reverse Logic: when activated, eating decreases hunger, and taking damage restores health
  • Stylist: activating this power while holding a stack of decorative blocks changes it into another colored variant (bed/wool/glass…)
  • Temporal Displacement: when activated, sends all entities/projectiles/TNT into the future! Sneak + power to include players around you! The reappearance delay depends on the player’s level
  • Time Travel: activating this power once creates a geographic “snapshot” around the player. When you press power again, you are transported into a “time bubble” corresponding to the moment of the first press. Any changes to terrain/chests in that time bubble affect the present when you return! Example: taking an item from a chest in the past will remove it from the inventory of a player who would have taken it
  • Wild Card: when activated, temporarily grants the player a random power. The player’s level changes the number of powers shown and the duration of use

V1.0.3

  • Mob Duplication: duplicates the targeted mob.
  • Item Duplication: duplicates the item held in your hand! To limit how overpowered this ability is, the power level determines how durable the duplicated items are, and if the duplicated item has enchantments, you can copy at most two of them at level 5! Most importantly: an item can only be duplicated once, and the most valuable vanilla items cannot be duplicated (e.g., a Nether Star).
  • Compress: compresses a mob or any object with “container” capabilities into an item — meaning you can compress a chest!

1.0.4:

  • Astral Projection: lets the player project themselves to a random or chosen distance for a limited duration (you can target a specific player by activating the power while holding that player’s blood syringe in the offhand).
  • Pocket Dimension: grants access to a personal 25×25×25 space. At higher levels, you can send mobs/players into it or bring them back out.
  • Gene Eater: copies 1 to 3 genes (depending on level) from the targeted entity for a limited duration.
  • Electrokinesis: fires a laser that deals damage and charges blocks, and can charge items held in the offhand. Crouch + power also summons a lightning strike on the player, granting Regeneration for 30 seconds.

A. GENETICS

This is a 1.20.1 port that brings back the content from those mods, including:

All the block logic from the Genetics mods chocolate_milkk__’s cloning machine: the player can scrape their own cells to clone themselves. The clone can be equipped like a companion and assist the player! The chance to get a friendly vs hostile clone is proportional to the number of overclockers: the faster the cloning, the higher the risk of a hostile clone! The gene-injection mechanic for mobs and the implemented GMOs, as well as the “required genes to inject stronger genes” logic introduced by aaronhowser1 And it adds new elements:

**- No dependency required to install this mod

  • Visual rework of the mod’s items
  • Several new genes added
  • A clear, intuitive overlay inside machines: easier to understand for new players
  • B. COMPOUND V** This mod also (and primarily!) adds The Boys’ Compound V, including:

1 - Two new blocks: Serum Synthetizer and Serum Modulator, used for all Compound V crafting.

2 - Plasmid-V: a plasmid with a success chance when crafting it; once obtained, it allows you to synthesize the 3 V serums.

3 - Innate power system: every player has a predefined innate power, unlocked upon the first injection of Compound V. This power may be useful or not—don’t panic if you’re disappointed: there’s a way to change it! (See FAQ)

4 - Three craftable Compound V types via the Serum Synthetizer:

Compound V (permanent): 40% chance per injection to unlock your innate power; 60% chance to get temporary Regeneration I if it fails V24 / Temp-V (temporary): 80% chance to temporarily gain your innate power for 1 to 10 minutes V-One: original serum, rarer but stronger; 60% chance to unlock your innate power and either a secondary power or 1–3 additional permanent buffs (strength, speed, resistance, etc.) 5 - Serum modulation system: if you don’t like your innate power, or if Temp-V doesn’t last long enough, the Serum Modulator lets you:

Compound V / V-One: modulate which power the serum gives. By combining a vial/syringe with two items inside the block, you can increase the chance that the serum grants the targeted power through its predefined recipe! Temp-V / V24: modulate this serum too, and increase its duration! 6 - Currently 15 powers implemented! (List in the gallery / video showcase coming soon.) Plan to add 20 more in progress, and I’m open to suggestions for any other additions! NOTE: any power that would require another mod will be designed as an addon for two reasons:

Anyone can create their own extension for the mod No extra dependencies! (Example: a size-changing power would require Pehkui, so it will be added later as an addon.)

C. GENETICS FAQ

  1. What differences are there compared to other Genetics mods? Any future implementations? → None! This part of the mod is a faithful adaptation of what already exists, and in my opinion it already makes players sufficiently “overpowered” once they stack 20 genes! Unless explicitly requested, I don’t plan to expand the Genetics side further—it’s already very complete. If a request frequently comes up to add a gene, a feature, balancing changes, etc., I’ll do it, but otherwise I don’t plan to add extra blocks or new concepts. I’m still open to new ideas and will add them if needed!

  2. Will this mod follow Genetics mods that are still being updated? → Short answer: No → Long answer: No, because if the other developers want to adapt their versions to 1.20.1, this mod is not meant to compete. It’s meant to be a faithful “package” honoring my predecessors: I’m a fan and a nostalgic player, and my main motivation was to have this mod on a popular Minecraft version with lots of content! Again, if people repeatedly ask for additions, I’ll add them—but I don’t plan to expand the Genetics “lore.” I want to focus on Compound V first!

  3. I found a bug! → Message me on this site, or on Discord! I’ll try to fix it as soon as possible. I already fixed a lot of bugs, but there will always be some—so if you find one, let me know!

  4. Can you make a showcase of the Genetics part? → It will be briefly covered in the showcase video, but since this mod uses the foundations of the other Genetics mods, the wikis for Genetics: Resequenced and Genetics: Reborn will do an excellent job!

  5. How to use the incubator/advanced incubator/GMO cells ? Here’s a quick reminder on how to use the Incubator / Advanced Incubator:

  • Capture DNA Use the Cell on the target mob to create a [Mob] Cell (ex: Enderman Cell). Make Organic Substrate (potion) In incubator (normal): brew Awkward Potion + Cocoa Beans = Organic Substrate. (You can also grab it from Creative if enabled.)

  • Make Potion of Cell Growth In Incubator (normal): Top slot: Basic DNA Helix Bottom slot: Organic Substrate → Output: Potion of Cell Growth

  • Tag the Potion with the Mob In Incubator (normal): Top slot: [Mob] Cell Bottom slot: Potion of Cell Growth → Output: Potion of Cell Growth (Tagged: [Mob])

  • Create a GMO Cell In Advanced Incubator (LOW temp): Top slot: [Mob] Item (example: ender pearl) Bottom slot: Tagged Potion of Cell Growth → Output: GMO [Mob] Cell (chance-based)

  • Get a Gene Use the GMO Cell in the Plasmid Infuser (with your blood syringe) → It generates a syringe with Adding Genes (the gene you extracted).

D. COMPOUND V FAQ

  1. I can’t craft/inject Compound V: → For recipes, check the gallery or the video showcase! → The steps are simple: once you get a vial of Compound V (warning: you must place an empty vial in the bottom slot of the Serum Synthetizer!), put the vial in your offhand and the syringe in your main hand, then extract it! You’ll get a serum syringe ready to inject. Note: if needed, you can still modulate the serum even if it’s already inside a syringe!

  2. How do I use <POWER>? → I don’t plan to make a dedicated wiki site or depend on Patchouli—I want this mod to work as standalone as possible! Recipe info and detailed gameplay will be in the showcase video, and detailed information about your current power can be obtained with: /compoundv getpowerinfo

  3. I injected serum but nothing happens? Explain the innate power concept again. → When injecting a serum: there’s a 5-second delay, then you take damage + nausea/blindness. If the Compound fails (reminder: 40% with Compound V, 80% with V24, 60% with V-One), you get Regeneration I for 30 seconds. If it succeeds, the game won’t tell you what you unlocked until after 3 uses: you’ll need to use it at least once without knowing what it does!

  4. Why are powers “weak” / Why do they consume so much hunger? → All powers use a leveling system: Level 1 consumes a lot of hunger/energy, has sometimes long cooldowns, and intentionally limited power/range. You’ll need to use it to gain experience! The more you progress, the more you unlock extra capabilities / less exhausting powers / shorter cooldowns / greater range. Example: Laser Eyes Level 1 deals little damage and doesn’t affect the environment. Laser Eyes Level 5 can ignite targets, deal heavy damage, and apply a “smelt” effect to targeted blocks! Another example: you can shoot a furnace and “charge” it with the equivalent of a coal at level 1, versus a lava bucket at level 5!

  5. I don’t like my power / My power is mediocre → Unlucky if it’s mediocre! But good news: you can change it! → The Serum Modulator lets you combine a filled vial/syringe of your chosen V serum with two items; the serum will increase the chance to grant the power corresponding to those two items! The operation can be repeated to further raise the odds!

  6. How do I remove a power? How do I cheat? → For admins: /compoundv to give, remove, or change a power’s level! → For players: craft Compound V Remover and inject it. Guaranteed success!

5 (bis). If I got a power by modulating the serum, and I lose the power, which one do I get back: my innate power or the modulated one? → If you lose the modulated power, you regain your innate power. You’ll need to modulate serum again!

  1. How long does V24 / Temp-V last? By default: 1 minute. But you can increase its duration in the Serum Modulator by combining it with a Compound V Modulator, up to 10 minutes.

  2. What’s the point of V-One? → In the show, V-One is more stable and grants stronger powers—the idea is the same here: with V-One, higher success chance, higher chance of a “powerful” innate power (innate power is assigned on the first injection of any of the 3 serums), and also a chance to get:

a powerful power plus a “minor” power a powerful power plus 1–3 permanent potion/gene effects (among useful genes: don’t panic, you won’t get “eat grass + lay eggs + drop feather”) So, injecting V-One first gives you better odds of success and more likely a better innate power, plus potentially a secondary power or other permanent buffs.

Into the Serum Modulator there's two modes:

  • Major mode: use it to modulate the primary power for Compound-V / V24 / V-one
  • Minor mode: use it with V-One only to modulate the secondary power ! Warning: powerful powers cannot be a secondary power !  -> Modulation recipes are available into the mod's gallery ! 
  1. Can you add <POWER>?

Short answer: Yes Long answer: Yes, BUT: if you request an addition, I don’t just want “add this.” You need to describe what you have in mind (if you have specific ideas) and it must remain feasible. For example: a power to jump to another server or “rewind time” isn’t realistic—unless it’s mimicked via a copy-dimension system, which would be heavy. Possible, but more suited as an extension/addon rather than part of the base package.

  1. What’s the control logic for powers? How do I use them? → I won’t add 5 GUIs, 50 HUDs, and 50 keybinds—the goal is to stay fairly simple! There’s currently a Primary Power key to control most power functions and a Secondary Power key for players who have 2 powers via V-One. If that’s not enough, a 3rd key may be added as needed. In general: Primary Power / Sprint / Crouch already enable a lot of interactions.

Example with the Flight power:

Passively grants creative-like flight with speed and hunger consumption depending on level Primary Power triggers an aerial dash and puts the player into Elytra mode; you can dash again in that mode to accelerate! Crouch has multiple functions too: if you dash on the ground and, on impact, keep holding crouch within 3 seconds, you create an impact/knockback/crater depending on power level

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  • Items
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  • Oi !
    Oi ! Oi !
  • GMO Cells Guide part 1
    GMO Cells Guide part 1 Capture d'écran 2026-03-06 222950.png
  • GMO Cells Guide part 2
    GMO Cells Guide part 2 Capture d'écran 2026-03-06 223002.png
  • recipes.png
    recipes.png Serum modulation recipes
  • Mod content
    Mod content
  • Serum Modulator recipes
    Serum Modulator recipes
  • Oi !
    Oi !
  • Mod content
    Mod content
  • Recipes
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