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Morph of PKG

Morph into any mob or player you kill and use their abilities, variants and traits!
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morphsofpkg-1.0.3

File namemorphosof-1.0.3.jar
Uploader
HalilPKGHalilPKG
Uploaded
Sep 29, 2026
Downloads
140
Size
1.3 MB
Mod Loaders
Forge
File ID
9014314
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:morph-of-pkg-1681213:9014314")

Learn more about Curse Maven

What's new

**## Morph of PKG 1.0.3 — "Everything Moves" update **__ This is the largest update since the transformation release. The headline: modded creatures finally move, fight and die the way they do in their own mods — with the mod's own animations, sounds, projectiles and damage — and two whole dragon mod families (Dragons of Berk and Book of Dragons) now have full morph support.

**### New: real animation and combat for modded creatures **

  • GeckoLib 4 mods (including Mowzie's Mobs and any other GeckoLib mod): creatures now play their triggered animations — attacks, roars, sniffs, spell casts — through the same animatable instance the renderer uses, so everyone sees it. Previously the model rendered but nothing moved it.
  • Old-style GeckoLib mods have their animation clips harvested from the mod's own files: the attack / ability clip is picked from the creature's real clip list instead of being guessed by name. Wrong-name silence is gone.
  • AzureLib 3.x mods: supported through the mod's own dispatcher (idle / walk / run / fly / hover / glide / dive / boost / takeoff / sit / sleep / swim / paddling + bite / roar / blink), with the animator created exactly the way the mod's renderer creates it.
  • Every modded creature now has something on the ability key. When a creature has no hand-written entry, an invisible, ownerless copy of it strikes the target — so the damage, the on-hit effect and the knockback come from its own code, and its own attack animation and sound play with it.
  • Class-based detection fixed. A hidden 1.20.1 API stub (EntityType#getBaseClass always returned Entity.class) was silently answering "no" to every "is this creature a kind of X?" question. This broke web immunity, the grab-and-carry list, which morphs explode on their own, which creatures count as aquatic and some modded effect matching. All fixed and no longer able to fail silently.

**### New: dragons — Dragons of Berk and Book of Dragons **

  • Dragons of Berk (14 species) and Book of Dragons (7 species) are both fully morphable, with their own animation state machines, flight states, wingbeat and roars.
  • Ability key = signature breath, SHIFT + ability key = secondary ability. Every dragon uses the mod's own breath/attack code and its own clip; the secondary ability's animation is read from the mod's own ability data instead of being hard-coded.
  • Charge shots (hold to charge, release to fire, series allowance and a long cooldown), spine barrage, tail spines, plasma/lava, gas ignition, self-ignition, iron breath, high leaps and iron shots — each with its own visual and its own cooldown key.
  • Auras and cloaks: Night-Fury style thunderstorms with real lightning strikes, a 40-second aura window with its own cooldown, an on/off cloak, and paralysis that actually freezes the target.
  • DNA colours (Book of Dragons): each species lists four palette variants in the menu ("Colour 1–4"), the next-variant key walks through them, and the colour is deterministic — the same morph shows the same colour every session, and a different player gets a different one. Species genetics version keys are seeded from the mod's own constants, so the mod never re-rolls a dragon's art behind your back.
  • Menu previews fixed: no more empty cards (AzureLib LOD distance hid the model), no more raw rig / T-pose on the cell, instant transitions while the game is paused, and the name label always drawn in front of the model.
  • Flight visuals fixed: wing membranes no longer clump and sag in flight; ground and mood poses are stopped on take-off so nothing from the ground pose stays locked in the wings.

**### New: modded creature behaviours (Mutant Monsters, Alex's Caves, Alex's Mobs) **

  • Mutant Monsters: the mod's own animation system is bridged (zombie THROW / SLAM / ROAR, skeleton MELEE / SHOOT / MULTI_SHOT / RIBS, enderman MELEE / CLONE / TELESMASH / TELEPORT). Combat behaviours are reproduced from the mod's code, not approximated:
    • Mutant zombie: grab → leap → ground slam, combat reinforcements (3 zombies after 10 s of fighting, 30 s apart), toppling and lying-down death sequence.
    • Mutant skeleton: SHIFT + right-click leap-back with 6 arrows and a 10-second cooldown, with the mod's own draw animation.
    • Mutant enderman: four arms that hold up to four blocks, each block thrown from the arm that holds it, aimed ray-based teleport, tele-smash with the mod's own seismic damage type and ring-by-ring dust, and a 280-tick death with dissolving body and scattered soul fragments.
    • Mutant creeper: white flash during the fuse, and the death blast is the creature's own explosion (bigger in both radius and damage) plus the death-pull.
    • Mutant snow golem: throws real ice with the mod's 7-tick throw pose, ice platform on water escape, snow spread around its feet even while standing still, and a melt rate of 2 hearts per 1.5 s in hot biomes.
  • Alex's Caves: the mod's Citadel animation language is supported (Tremorsaurus, Hullbreaker, Forsaken, Luxtructosaurus, Raycat and more), multi-part body pieces (*_part, *_segment, *:multipart_*) are excluded from the morph list in code so they can never appear as broken mobs, and the hunters gained abilities: Tremorsaurus deafening roar, Tremorzilla beam, Vallumraptor leap, Magnetron magnetic slam, Corrodent acid spray, Subterranodon launch, Gammaroach irradiated spray (the mod's own effect), Vesper shrieking call and Hullbreaker body slam.
  • Alex's Mobs: variants, correct rendering for segmented bodies (Bone Serpent, Cave Centipede) and the creature's own sounds, poses and attack on the ability key.

**### New: the ability table is now for every morph that has an ability **

  • The on-screen ability table now draws for all 78 ability-capable species, not just dragons. The row is labelled with the creature's own name (translated by the game) and its bar is scaled by the real cooldown total that was recorded when the cooldown was applied.
  • The "charge / series" row stays dragon-only, exactly as before — it is drawn only in the dragon branch and a build-time check refuses to ship a jar where that row leaks into the generic path.
  • No more silent dead key: pressing the ability key as a morph with no active ability (cow, pig, villager, bat, …) now says "We don't have that — this morph has no active ability!" and does not start a cooldown either.
  • More vanilla morphs have real abilities now: phantom dive, drowned trident throw, wither shield rush, hoglin/zoglin charge, rabbit high jump, fox pounce, parrot mimic, squid/glow squid ink cloud, sniffer seed sniff, camel dash, silverfish/endermite burrow and vex charge.

**### New: explosions, blocks and bodies behave like the real creature **

  • Exploding morphs use their own explosion. An invisible ownerless copy of the creature does the exploding, so a creeper morph uses the real fuse, the real primed sound, the real radius (doubled when lightning-charged), the real particles and the real mobGriefing / block-drop rules — and you take real explosion damage now, so armour and blast protection can save you.
  • Enderman block handling finished: the block you carry is the block you picked up (not always stone), each block is thrown from the arm that holds it, four arms can hold four blocks, the held block is visible to other players, and the long-standing pickup lock-up (a stale cooldown timer that survived relogs) is gone.
  • Spider morphs walk through cobwebs at normal speed (verified with a movement measurement, and protected by two independent hooks).
  • Skeleton / stray shots only work with an empty hand. Fire immunity is now read from the creature's own data instead of a hard-coded list.
  • More neck freedom: the morph head follows your look fully while the body turns toward your movement and stays put while you stand still; [compat] morphNeck and morphNeckLimitDeg control it.
  • Crouch, camera and attributes: sneaking lowers the view on any body size (ratio-based), F5 pulls back for very large morphs, and attack knockback / attack-range attributes are carried over.
  • Pausing the game pauses the mod (no more sounds on the Esc screen), and demorphing plays your selected transformation style instead of always the glitch effect.

**### New: shifters (the "race" system) **

  • Morphing can be restricted to a per-player shifter flag: only shifters can open the morph menu, use the morph keys, use abilities, use favourites, or transform by command — and the server refuses client requests even if the client skips the gate. Non-shifters get "You are not a shifter."
  • The flag can be rolled once when a player first joins (default chance 0.25, measured distribution 0.251 over 20,000 rolls) and then stays permanent; it can also be granted or removed by command.
  • Everything is controllable in-game with /morphadmin race … (see the Commands section below) and written to the config immediately — no restart.

**### Fixed **

  • Ability cooldown messages, HUD labels and grab messages now render in 17 languages; a lost %s placeholder that made a 12-second dragon stream display "8s" is fixed, two dead (unused) translation keys were removed, and a hard-coded Turkish word that appeared in the ability table for every non-Turkish player is now a proper translation key.
  • Menu cells no longer show empty cards for AzureLib mods, preview names are never hidden behind the model, and the grid scroll bands no longer overlap.
  • Texture no longer flashes magenta / black while morphing between dragon species.
  • Dedicated-server safety: a static scan is now part of the build (118 rules) and two code paths that could touch client-only classes from shared code were hardened.
  • Transformation animations, morph-on-death, demorph, favourites, carried creatures and morph state syncing all received multiplayer polish.

**### Known limits (documented, not hidden) **

  • Multiplayer: ability cooldowns are still tracked server-side only, so on a dedicated server the client's cooldown bars can read "ready" while the server is still counting down. Single-player is unaffected. (Dragon charge/ability state already has a client mirror; the general map does not.)
  • Translations: 15 of the 17 languages cover 145 of the 240 text keys (60.4%) — anything missing falls back to English, nothing breaks. English and Turkish are complete.
  • Command feedback lines are not all translation keys yet, so a few of them are English/Turkish only.

**Under the hood **

  • 12 build-time gate suites (mixin signatures, bridge symbols against the real mod jars, dragon state, ability routing, server safety, language coverage, menu layout, mixin handler signatures, …) now run as part of the build; a violation means no jar is produced.
  • Bridge verification covers 394 symbols and animation clips read from the installed mod jars, so a renamed clip in a mod update fails the build instead of failing silently in game.

This mod has no additional files