CurseForge · Minecraft mod
Symbiont
Harness the power of biotechnology to expand your production!
Quick answer
Which Symbiont release should I use?
Symbiont 0.2 targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Symbiont required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Symbiont 0.2 need?
Symbiont 0.2. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Symbiont without breaking your instance.
Built for Symbiont 0.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Symbiont 0.2. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Symbiont 0.2. It opens that exact file at the source.
About this project
What does Symbiont add?
📖Description
Symbiont lets you cultivate powerful, living cells capable of producing a wide range of materials. Each cell requires nutrient food, created from organic items. The mod also introduces a custom genetic system, making it possible to improve your cells... At a cost!
If you enjoy resource production mods, but would prefer more of a puzzle, Symbiont is just for you!
🛠️Beta Notice
As of version 0.1, Symbiont does NOT include any built-in item, fluid, or power transport systems, nor power generation. However, all machines are compatible with existing transport and power generation mods.
Additionally, the list of items that can be produced is limited to corals, moss, iron, gold, copper and cultured meat. However, all recipes, Cells, and Biotraits are datapackable, so you can easily add or modify content.
🦠Getting Started
To begin, you’ll need three core machines:
- Metabolizer, which processes items and liquids into food for cells. It can also be used to obtain new cell cultures!
- Bioreactor, which uses cells to convert nutrient pastes from the Metabolizer into refined bio-liquids.
- Lastly, Bioformer can be used to solidify processed bio-liquids into useful items.
🧫Obtaining Cells
Cells can be obtained in a few ways:
- Metabolizer Culturing - The main method. Create the right conditions inside a Metabolizer to grow new cell types. Use a mod like JEI to explore all available recipes.
- Bone Sampler - Allows you to collect animal cells. It’s mostly painless and enables production of cultured meat. Perfect if you don't want to hurt your animal friends!
Once you make your machines and prepare some cells, it's time to start producing items!
🔬Genetics
As you obtain better cells, you might notice their stats aren't always at 100%. This means their Biocode includes unique Biotraits. Hold Ctrl while hovering over a Cell Culture to view its exact traits.
Core Stats
- Stability - Determines whether a cell successfully multiplies or dies off after a cycle. Values above 100% might duplicate the culture, while below 100% might cause it to die off.
- Growth - Increases the speed of production cycles.
- Production - Boosts the quantity of items and fluids generated.
- Consumption - Affects how much liquid is consumed per cycle.
Biotrait Types
Each cell can only have one Biotrait of each type:
- Stability - Improves Stability, often at a trade-off.
- Metabolism - Modifies Production and Consumption stats.
- Replication - Affects Growth rate.
- Adaptability (currently unused) - Increases culture's stability by adding temperature, light or pressure growth conditions.
- Special (currently unused) - Allows your cells to produce secondary drops!
Biocode Manipulation
While each culture has its default Biocode, biotraits can be extracted and applied to a different cell culture! To get started with genetic manipulation, produce bioplastic sheets using polycells and craft a Centrifuge and a Recombinator:
- Centrifuge uses a bucket of Biopolymer Solution and a reactant item to extract one of the Culture's Biotraits. Cells that are processed die, but if they had a Biotrait of the specified type, a Biotrait Extract is produced. Reactants include:
- Redstone for Stability
- Glow Berries for Metabolic
- Amethyst Shard for Replication
- Glowstone Dust for Adaptability
- Dragon's Breath for Special
- Once you get your hands on a few Extracts, you can apply them onto a Cell Culture using a Recombinator. It has 5 traits slots, one for each type. When you are satisfied with the new stats, activate Recombinator using redstone signal.

The Future
The current plans for future updates include:
- Implementation of Adaptability & Special Traits.
- Modules, that can be placed next to Symbiont's machines to improve their output, change their production environment or to allow for secondary drops. These modules would be anywhere between 1x1x1 and 2x2x2 and the amount of accepted modules would be limited.
- New plants and fungi, along with hydroponic beds and fungi planters to make a smoother experience.
- This is more of a long-term goal, but bugs could be added as a way to create even more complex processing chains and obtain newer items. Ideally, this would be developed as a separate mod that would automatically integrate into Symbiont's progression.
If you would like to leave your feedback on Symbiont, make sure to leave a comment or to join the discord!
Project description from CurseForge.
Pick your setup
Symbiont by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Symbiont versions and loaders
Symbiont 0.2
symbiont-0.2.jar
29 Dec 2025
Symbiont 0.1.2
symbiont-0.1.2.jar
16 Nov 2025
Symbiont 0.1.1
symbiont-0.1.1.jar
22 Oct 2025
Symbiont 0.1
symbiont-0.1.jar
20 Oct 2025
Looking for an older file? The official CurseForge project page is in Resources.
