Kill it. Become it. Morph of PKG brings the classic morph experience to Minecraft 1.20.1 — defeat a creature, unlock its form, then play the game as anything you meet. Real size, real hitbox, real speed, real sounds, real animations, real abilities and real quirks. Built from scratch, deeply configurable, and it plays nicely with the mods you already run.
🔁 One key to change shape. Dozens of creatures to become.
/morph me clear the same creature counts as new again./morphadmin absorb test <style> [<mob>] plays a style in front of you (styles as 0–4 or void / cellular / energy / shadow / dimensional; without a mob your current morph, variants included, is used). It changes nothing else — no morph change, no reward, no world entity touched.3/3 shots → 3/3 — the ratio is already the bar underneath)./morph usage reminder, which stayed Turkish in every language — is now a real translation, and a new gate rule fails the build if command files ever hardcode coloured text again.check* tasks plus the absorb gate, all at 0 violations) so regressions fail the build instead of shipping.The kill animation is its own feature with its own style list — the transformation styles are untouched by it, and so is the kill animation by them.
| Style | What it looks like | Duration |
|---|---|---|
| Void Consumption | Rings collapse inward; the body twists through a full turn and a half, staying intact until the very end, then melts into your chest | ~3.5 s |
| Cellular Assimilation | Green veins crawl up the body; a soft, early dissolve that is already gone halfway in | ~4.0 s |
| Energy Extraction | A light column and sparks; the body is stretched towards the beam and snuffs out quickly at the end | ~2.5 s |
| Shadow Merge | A pool of darkness spreads on the ground and the body flattens and sinks into it early | ~3.0 s |
| Dimensional Assimilation | A rift tears open in front of the body, which spirals into it — two and a half turns — and is gone in one motion | ~4.5 s |
absorptionEnabled), and the per-player choice is stored client-side and survives restarts.A morph does not get "a speed value" — it gets the creature's speed. Walking speed comes from the entity's own base speed multiplied by the multiplier its own AI uses when it is moving with purpose. That is why a morph of a slow creature is genuinely slow, and why a cat is quick.
| Morph | Walk speed (player = 100%) | Where the number comes from |
|---|---|---|
| Cat | ~135% | Panic flee (1.5 on a 0.3 base) |
| Pillager / Vindicator | ~123% | Crossbow / melee attack goal |
| Ocelot | ~120% | Sprint-away |
| Spider / Cave Spider / Ravager | ~90% | Attack goal |
| Cow (fleeing) | ~80% | Panic flee (2.0 on a 0.25 base) |
| Pig / Sheep (fleeing) | 78% / 66% | Panic flee |
| Skeleton family | ~75% | Melee attack goal |
| Horse family | ~63% | Tempt / follow goal |
| Iron Golem | ~63% | Plain walk |
| Zombie / Husk / Drowned | ~53% | Plain walk |
| Llama / Trader Llama | 38% / 61% | Ranged attack / panic flee |
| Turtle | ~21% | Its own land movement controller |
| Dragon family (modded) | ~176% | Measured from the mod itself |
| Fast stinging wyvern (modded) | 200% (ceiling) | Measured: 1.4 on a 0.4 base |
[speed] speedOverrides lets a server owner adjust a single creature or a whole mod ("mymod:*=0.11"), and the ceiling still applies.Your body doesn't just swap models — it changes shape. Each style has its own visual identity, timing, sound design and screen feel:
| Style | What it looks like | Duration |
|---|---|---|
| Reality Glitch | Digital tearing, stuttering copies of your model, purple pixel cubes and static | ~1.0 s |
| Organic Mutation | Dark veins crawl up your body, seal you inside a pulsing cocoon, then tear it open | ~2.0 s |
| Shadow & Soul | Your body dissolves from the feet up into shadow, and the new form rises out of the smoke | ~1.8 s |
| Aura Dissolve | The model crumbles into enchanted cubes that spiral and rebuild the new shape | ~1.4 s |
| Lightning Overcharge | Energy charges around you, a controlled bolt strikes, the new form steps out of the burst | ~1.2 s |
/morph … transform).[compat] morphNeck / morphNeckLimitDeg.Every morph can carry its own ability, triggered with one key and shown on-screen with a live cooldown. The table appears for every morph that has an ability, and a morph with no ability says so instead of silently eating the key press — with no cooldown wasted:
| Morph | Ability |
|---|---|
| Creeper | Detonate at will — with the real fuse, radius, sound and mobGriefing rules, and survivable with armour |
| Warden | Sonic Boom, echo-location sniff, rage-blindness pulse, arrow deflection |
| Guardian | Lock-on laser beam with lifesteal |
| Ender Dragon | Fireball, plus a channeled dragon's-breath stream |
| Shulker | Homing bullet with target lock-on |
| Evoker / Illusioner | Fang summons / decoy clones |
| Wither | Temporary resistance shield |
| Blaze / Ghast / Witch | Fireballs / potion throws |
| Skeleton / Stray / Pillager | Bow and crossbow shots (empty hand required) |
| Enderman | Ender pearl throw · pick up and throw real blocks with the arm that holds them |
| Slime / Magma Cube | Split into smaller slimes |
| Wolf / Ravager | Fear howl / fear roar |
| Cat / Ocelot | Creepers flee from you (passive) + hiss — and yes, you run like a cat |
| Turtle | Damage-reducing shell |
| Axolotl | Self-heal and heal nearby allies |
| Drowned | Throw a trident |
| Goat / Polar Bear | Charging ram / claw strike |
| Phantom | Diving strike |
| Snow Golem / Iron Golem | Snowballs / gift a rose (just for fun) |
| Bee / Cave Spider / Frog | Poison sting / poison melee / tongue strike |
| Hoglin / Zoglin / Ravager | Charge attacks |
| Rabbit / Fox / Vex / Camel | High jump / pounce / charge / dash |
| Sniffer / Squid / Silverfish | Seed sniff / ink cloud / burrow |
| Gorgon / Guster / Stymphalian Bird / Siren / Troll | Turn to stone, sand tornado, feather volley, mesmerizing song, sunlight petrification |
| Ferrous Wroughtnaut / Umvuthi / Frostmaw / Naga | Axe slam, sun strike, freezing ice breath, acid spit |
| Sculptor | Geomancy with empty hands — digging, pillars and its own trial parkour |
| Tremorsaurus / Tremorzilla / Vallumraptor / Magnetron / Corrodent / Subterranodon / Gammaroach / Vesper / Hullbreaker | Deafening roar, beam, leap, magnetic slam, acid spray, launch, irradiated spray, shrieking call, body slam |
| Mutant zombie / skeleton / enderman / creeper / snow golem | Grab-leap-slam, six-arrow leap-back, tele-smash and teleport, its own big explosion, ice thrower |
| Dragons of Berk & Book of Dragons | Signature breath (I), secondary ability (SHIFT + I), charge shots and series shots, spine barrage, tail spines, plasma, gas ignition, aura, thunderstorm, paralysis, cloak — the stinging wyvern bites and tail-strikes with its own attack |
| Batman By Yo Fadda (League Assassin, vehicles) | Throws the mod's own shuriken / rubber bullets / homing missiles (Tankmobile, The Tumbler, Bat Pod, Batwing MKII, Batmobile Beyond) |
| Any other modded creature | Its own attack — real damage, real on-hit effect, real knockback, real animation and sound |
Morphs inherit the creature's nature: spider wall-climbing and walking straight through cobwebs, fall-damage immunity, fire immunity (read from the creature's own data), explosion immunity, water breathing, night vision, slow falling, floating, sinking, sunburn, water allergy, poison/wither resistance, creeper-scaring cats, Enderman water teleporting and Warden sniffing — and more. Hostile Mode: while morphed as a hostile mob, other hostile mobs ignore you (configurable) — and it works for modded hostile mobs too, because hostility is judged dynamically rather than by a hard-coded list.
Dragon morphs are a first-class feature, and every dragon family runs on its own mod's animation state machine:
[compat] carryGrip.Kill mobs to collect Biomass, a persistent resource that powers permanent upgrades:
| Upgrade | Effect |
|---|---|
| Capacity | +50 maximum biomass per level (base 100) |
| Absorption | +25% biomass per kill per level, and Absorption hearts for 30 s when you kill |
| Regeneration | Passive healing and a slow biomass trickle over time |
Base gain per mob, per-kill multipliers and all upgrade costs are fully configurable. Current biomass and the next upgrade price are shown in the HUD and via /morphadmin biomass / /morphadmin upgrade.
Every integration switches on automatically when the matching mod is installed — and Morph of PKG runs perfectly fine without any of them. 🐲 Dragons of Berk & 📖 Book of Dragons. Both dragon families morph with their own animations, flight states, breaths, secondary abilities, auras and DNA colours (Book of Dragons), and both carry measured walking speeds taken from the mods themselves. Clips are verified against the installed mod jars at build time, so a mod update that renames a clip fails the build instead of quietly playing nothing. 💀 Mutant Monsters. The mod's own animation system is bridged, and its combat behaviours are reproduced from its code: four enderman arms that carry and throw up to four real blocks, grab-leap-slam, six-arrow leap-back with the draw animation, an ice-throwing snow golem that also lays ice to escape water and spreads snow around its feet, a creeper that flashes white before a genuinely large blast, combat reinforcements, downed/lying death and a long dissolving death with scattered soul fragments. 🦖 Alex's Caves. The mod's Citadel animation language is supported (Tremorsaurus, Hullbreaker, Forsaken, Luxtructosaurus, Raycat and more), multi-part body pieces are excluded from the morph list in code, and the creatures gained abilities: deafening roar, beam, leap, magnetic slam, acid spray, launch, irradiated spray (the mod's own effect), shrieking call and body slam. Hang poses and squish-driven walk cycles are reproduced too. 🐊 Alex's Mobs. Creatures keep their own variants, sounds, poses and abilities, and segmented bodies such as the Bone Serpent and Cave Centipede render correctly. 🦇 Batman By Yo Fadda. Every creature morphs with its own exact animation clips (League Assassin, Ra's Al Ghul, Fear Zombie, Fear Crow, Ace, Bat Cow, The Bat Pod, Tankmobile, The Tumbler, Robin Cycle, Batwing MKII, Batmobile Beyond), and the ability key fires the mod's own projectiles: shurikens, rubber bullets and homing missiles. 🐉 Ice and Fire. Dragon morphs with age-scaled hitboxes, power and speed, a channeled elemental breath, and the claw-carry system for picking creatures up mid-flight. 🐾 Mowzie's Mobs. Triggered GeckoLib animations (attacks, roars, sniffs, casts) play while you are morphed, plus its own state animations — the Foliaath's head and body, the Naga's hover/flap/banking flight, the Lantern's rise-and-hover on the jump key — and real abilities: Umvuthi's sun strike, Frostmaw's ice ball with a freezing cone, the Ferrous Wroughtnaut's axe slam, the Naga's acid spit and the Sculptor's hands-free geomancy with its own trial pillar. 🧬 Cobblemon. Beat a creature in battle, catch it, evolve it, revive a fossil or trade for it, and its morph unlocks. Every species is a separate morph entry, forms and shiny variants included. Morphs walk, fly, hover, swim, sleep, attack, recoil and faint with their real animations; type-based combat applies the right effects (fire burns, poison poisons, ice slows, plus species damage multipliers and immunities); hitboxes, eye height and menu framing are computed from the species' own form data; and the species' cry plays when you morph. 👨👩👧 Minecraft Comes Alive (MCA). MCA villagers and characters are added to the morph menu with their real names and skins, and talking to them works in any morph. While morphed as an MCA character, MCA reads and writes that character's identity: hearts, dialogue, marriage, divorce, gifts, family tree and children all belong to the person you are wearing. Children keep the genetics of the character you were morphed as, and server owners can decide whether blood-relation blocks apply while disguised. 🛡️ SecurityCraft. While morphed as a player, SecurityCraft treats you as that player: scanner doors open for you without a disguise item, reinforced blocks can be broken, and blocks you place while morphed are owned by the identity you are wearing. Ownership checks are server-validated. 🩹 First Aid. Injuries are part of your body, not your skin: damaged and dead limbs stay damaged and dead when you morph from one creature to another, and the wound overlay renders correctly.
Strider-style morphs are fast while in contact with or standing on lava and noticeably slower on dry ground, with a matching texture (red-hot on lava, dried on land). The ratio, both multipliers and a global balance scale are configurable in [lavaWalker].
Morphing does not have to be for everyone. With the shifter system enabled, a player must be a shifter to use any part of the mod:
shifterRandomChance), or you can turn the roll off and hand it out by hand./morph … transform. The server also refuses a client request even if a modified client skips the gate, and a morph already in use is cleared.shifterOnlyMorphing (default ON — turn the whole system off to let everyone morph), shifterRandomOnJoin, shifterRandomChance. Every command below writes these settings live, without a restart.shifter|normal for race set, on|off for race auto and race mode. The older donusen / acik / kapali still work.An ability table for every ability-capable morph (charge/series rows are dragon-only), biomass counter, a toggleable keybind hint panel, and a searchable morph menu with live 3D previews.
0/3 shots · next 12.2s). Each state is measured with its widest possible text, so the panel does not jump every second.| Key | Action |
|---|---|
| N | Open morph menu |
| Backspace | Demorph (return to yourself) |
| [ / ] | Previous / next morph |
| I | Use active ability (dragons: hold for the breath) |
| SHIFT + I | Dragon secondary ability |
| U | Toggle favorite (hold for the radial wheel) |
| - | Toggle keybind hint panel |
All keybinds are rebindable in Options → Controls → Morph of PKG.
Every command has one form only: /morph <player> <action> — exactly like /give. The first argument is the target (me, @s or a player name), then the action. Targeting yourself needs no permission; acting on someone else requires permission level 2. Administration lives under /morphadmin (also level 2), so the tab-completion list stays readable.
/morph me transform <mob id> — transform into a specific mob (with tab-completion)/morph me transform player <name> — transform into a player; their skin is saved for later/morph me menu add <mob id> · menu add all [mod] — unlock one mob, everything, or every creature of one mod/morph me menu del <mob id> · menu del all [mod] — remove one morph, everything, or one mod's creatures/morph me menu list — list your unlocked morphs/morph me clear — clear your current morph (plays your selected transformation style)/morphadmin biomass · /morphadmin upgrade capacity|absorption|regen — biomass and upgrades/morphadmin cooldown · /morphadmin cooldown true|false — show or switch the ability-cooldown rule; the change is written to the config immediately/morphadmin absorb test <style> [<mob>] — play one kill-scene style in front of you (it changes nothing else)/morphadmin mca add [radius] · add name <text> · list · clear · transform <name> · identity · status · hearts <0-100> — Minecraft Comes Alive character support/morphadmin showcase … — client-only capture tool, off by default ([general] showcaseMode): start [style], stop, next, prev, replay, shoot, camera back|front|first|free. Hides the HUD, locks the framing and plays all five transformation styles in order; HUD, camera, morph and style are restored on exit.version, speeddebug and the in-game verify report) were removed — the production command tree holds no diagnostics any more, and the loaded build is identified by the jar file name and its timestamp./morphadmin race …The complete control set for who is allowed to morph. Every one of these writes the config immediately, so there is nothing to restart:
| Command | What it does |
|---|---|
/morphadmin race status [player] | Shows whether the system is on, whether the join roll is on, the current chance, and whether the player is a shifter (and may morph) |
/morphadmin race set <player> shifter|normal | Grants or removes shifter status by hand — permanent and synced instantly (shifter; the older donusen is still accepted) |
/morphadmin race random <player> | Rolls a fresh decision for that player using the current chance |
/morphadmin race random | Rolls one decision for every online player who does not have one yet — handy right after enabling the system on an existing world |
/morphadmin race auto on|off | Turns the join-time roll on or off. Off = nobody is rolled automatically; new players stay "normal" until you grant the flag |
/morphadmin race chance <0.0-1.0> | The shifter chance. 0.0 disables randomness entirely (nobody becomes a shifter on their own); 1.0 makes everyone a shifter |
/morphadmin race mode on|off | The whole system. Off = everyone can morph again, exactly as before (no gate is left behind) |
A player's decision is made once and then never changes by itself — a 25% chance is a 25% chance at joining, not at every login. To give it to someone later, use race set.
Everything lives in config/morphosof-common.toml (read live in-game, no restart needed):
[general] — death behaviour (keep/clear/lose morphs, lose biomass, keep favorites), morph on relog, max favorites, keybind hints, Hostile Mode, default transformation style, showcase mode[speed] — per-creature speed overrides (speedOverrides, single ids or whole namespaces; still capped at 200%)[transform] — which styles are enabled, duration multiplier, particle density, effect detail, sound volume[compat] — disabled mobs (regex blocklist), morph neck behaviour and limit, per-carrier carry grips, menu preview rotations, MCA identity options[gameplay] — morph mode, biomass multipliers, upgrade costs and per-mob biomass values, shifter system (shifterOnlyMorphing, shifterRandomOnJoin, shifterRandomChance), modded animation clips[absorption] — the kill scene master switch (absorptionEnabled, default ON); its five styles are picked in the config screen, separately from the transformation styles[dragonCarry] (+ [dragonCarry.sounds]) — carry capacity by age, per-creature slow-down, shake damage and interval, sway and lag intensity, struggle interval, particles, grab animations and every carry sound[lavaWalker] — land and lava speed multipliers, global balance scale, lava surface controlmorphsofpkg-1.0.7.jar. The mod's internal id is unchanged, so existing worlds and config files keep working.This mod is under active development — expect the occasional rough edge between updates. Speeds, hitboxes and animations are all read from the creature itself, so if a specific morph feels wrong, that is worth a comment: the numbers behind it can be pointed at directly. Crash reports, feedback and suggestions are always welcome in the comments. Build note: every change is validated against vanilla source code, the supported mods' own bytecode and the mod's automated numeric build gates (a full build runs 33 check* tasks plus the kill-scene gate, all at 0 violations); in-game verification was not possible in the build environment.
Morph of PKG — kill it, become it.