Biomass Crafting and Mutating Overhaul
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 1.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #105 of 162 Miscellaneous mods in this game by downloads
📋 About This Mod
Overhauls the recipes for plants, insects, and animals, to give them all a unique recipe and make recipes simple and easy to remember and use.
IMPORTANT - This is NOT a mod on its own, it is a configuration file meant to be used with Crafting Enabler by JohnHedge. Make sure you have that downloaded and installed, then place this file in your Planet Crafter install directory > BepInEx > plugins > "JohnHedge - (Feature) Crafting Enabler". If you're already using the mod, open your "list.toml" file in Notepad++, and copy and paste the entries in this file into your own, preferably at the bottom to avoid conflicts.
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Across several years of updates, patches, new features, and new items for Planet Crafter, the crafting systems for insects, fish, and frogs, have been static. This means they are, in my opinion, clunky, inconsistent, and confusing. The incubator mechanic to randomly mutate one of two or three possible species from the same ingredients also means a lot of trial-and-error to get the species you want.
Well, NO MORE!
This file changes the recipes at the incubator, as well as the DNA Manipulator, to make them all-around better. There is a logical progression of complexity and rarity of recipes, every species has its own distinct components to let you mutate exactly what you want, and each type of lifeform (flower seed, insects, fish, frogs) has a clear theme and formula to how you create them. As a bonus, this mod lets you craft Space Food at the T2 Crafting Station, and lets you craft Flower Seeds freely to save time scrounging them from procedural wrecks. This includes the option to mutate species of flower and tree exclusive to Humble, which hypothetically are in limited supply since they don't appear in procedural wrecks and thus cannot be farmed freely.
Specific recipes are listed in the "Docs" tab, but here is a broad outline of how the new recipes work:
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[]Fertilizer requires Algae, Sulfur/Phosphorous, Water/a type of gas, and a type of food or seed.
[
]Animal Foods require a Larvae and two different types of food item.[]T1, T2, and T3 Mutagens each have a distinct recipe. T4 Mutagen is crafted from one each of the previous three types.
[]Flower Seeds are crafted from Seed Lirma, T1 Mutagen, and some type of other item. Flower Seeds exclusive to Humble require Seed Snepea instead.
[]Tree Seeds still use the vanilla recipes of Tree Bark, T1 Mutagen, and a seed, but all types of Tree Seed can be crafted now by incorporating food seeds as well as flower seeds.
[]Butterfly Larvae are crafted from a type of basic Larvae, T1 Mutagen, and some sort of flower seed.
[]Fish Eggs are crafted from a type of Phytoplankton, T2 Mutagen, and some type of gas.
[]Frog Eggs are crafted from Generic Frog Eggs, T3 Mutagen, and some type of food item.
[]Golden items in each category require T4 Mutagen and a Solar Quartz.
[]Items exclusive to Selenea or Aqualis require Selenium or Phosphorous to craft as the third item with the respective Mutagen and base item.
FAQ
"Will this mod conflict with the DLC or interfere with progression on Humble, Selenea, or Aqualis?"
Not at all! The only items required for progression that this mod affects are Mutagen and Fertilizer, which are still craftable with items available at the appropriate Terraforming stages. Items normally found or unlocked on Selenea or Aqualis require Selenium or Phosphorous, respectively, locking those items behind visiting the moons.
As for the Humble-exclusive Flower Seeds, they require an ore exclusive to Humble (Dolomite, Uraninite, or Bauxite), and use Seed Snepea instead of Seed Lirma (aside from Snepea itself, of course, which is mutated using Seed Lirma, Mutagen, and Dolomite). This means that the Flower Seeds (and the single Tree Seed) that are exclusive to Humble remain exclusive to Humble, you can't mutate them without an ore found only on Humble. This is a conscious decision on my part, please do not ask me to change this. The reason is twofold; on the one hand, if someone who doesn't own the DLC downloaded this mod, I don't know if the base game would still properly load these DLC assets to allow them to be used. And two, even if that were the case, I don't like the idea of a mod letting people have access DLC-exclusive items without owning the DLC, even if it were perfectly legal in this case I object on moral grounds.
All other recipes only use materials from the base game, so you can craft them even if you don't have the DLC, when starting on either planet, and without needing to visit Selena or Aqualis. What can be found on Prime natively can be crafted on Prime natively.
"What was the logic behind these choices?"
First and foremost, it makes sense to me that if the animal life you can mutate is split across three tier
📊 Mod Details
- Game
- Planetcrafter Mods
- Author
- DrakeyC
- Version
- 1.0
- Downloads
- 569
- Endorsements
- 10
- Category
- Miscellaneous
- Created
- 9/12/2025
- Updated
- 9/12/2025
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Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
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Visit the official mod page for specific installation instructions for this mod.
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