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Morph of PKG

Morph of PKG

MOD
Morph into any mob or player you kill and use their abilities, variants and traits!
by HalilPKG
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Updated Oct 14, 2026
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Adventure and RPG Genetics Mobs
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🧬 Morph of PKG

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.


✨ New in 1.0.7 — Kill it, and it is pulled into you

  • The kill scene. When a kill adds a new morph (or variant) to your menu, the creature you killed is drawn in front of you and pulled into your chest with sound, particles and camera shake. Re-killing something you already have does not trigger it; after /morph me clear the same creature counts as new again.
  • Five real styles, not five colours — Void Consumption, Cellular Assimilation, Energy Extraction, Shadow Merge and Dimensional Assimilation. Each has its own movement (twist and squash/stretch), its own finale sound and pitch, its own burst shape and its own shake strength; no two styles share a look or a sound.
  • The body is the creature you actually killed. Colour, breed, age and DNA travel with the kill (cat pattern, sheep colour, horse, rabbit, fox, panda, slime, shulker, parrot, villager, dragon DNA, dragon age, character villagers, creatures read from their own mod) instead of the plain default form — and it fades out as it is drawn in, so no ghost body is left behind.
  • The scene prefers to play than to fail. Indirect kills count (fire, poison, lava, fall, drowning, and kills made by your own tamed pet); a creature killed far away bursts where it died instead of flying to your chest; a broken or unknown model can no longer stop the scene or leave a body stuck on screen; a second kill takes over from a running scene.
  • A separate setting. The kill scene has its own five styles and its own option block in the config screen, completely separate from transformation styles. Killing a creature no longer transforms you — the scene is visual only, and the normal reward (unlocking the morph) is still granted instantly.
  • Watch it on demand: /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.
  • A cleaner ability panel. The row that tells you what the Ability key does no longer prints text that carries no information: the word "ready" and the fully filled green bar are gone (they said the same thing twice). Ready is a small green dot; a number ("3.2s") appears only when there really is something to wait for. The key is now a proper key badge, and the panel is measured to its content — long rows get wider, a single row gets narrower. In the long dragon rows the row name used to be drawn on top of the counter; that can no longer happen. Counters were trimmed too (3/3 shots → 3/3 — the ratio is already the bar underneath).
  • All 17 languages are 100% complete, commands included (386 keys each, verified by a build gate). The last hardcoded text — the /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.
  • Multiplayer: both sides on the same version. The network protocol is "3" — client and server must run this exact build. An outdated client is refused cleanly at connect time instead of failing later mid-play. The scene costs one packet at start plus one on abort: no per-tick stream, no server-side rendering, and a server owner can switch it off entirely with a single option.
  • Leaner, stricter build. Dead code and a ghost translation key were removed, and the automated gates were extended (a full Gradle build runs 33 check* tasks plus the absorb gate, all at 0 violations) so regressions fail the build instead of shipping.

💀 The Kill Scene

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.

StyleWhat it looks likeDuration
Void ConsumptionRings 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 AssimilationGreen veins crawl up the body; a soft, early dissolve that is already gone halfway in~4.0 s
Energy ExtractionA light column and sparks; the body is stretched towards the beam and snuffs out quickly at the end~2.5 s
Shadow MergeA pool of darkness spreads on the ground and the body flattens and sinks into it early~3.0 s
Dimensional AssimilationA 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
  • Trigger: a kill that unlocks something new. Already-unlocked creatures do not fire it, and clearing your menu makes that creature "new" again.
  • It reacts, it does not interrupt: it never blocks the morph, the reward or the ability cooldowns, and it survives lag, dimension changes and a model that fails to load.
  • Every style can be enabled/disabled by the server owner (absorptionEnabled), and the per-player choice is stored client-side and survives restarts.

🏃 Real Speeds

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.

MorphWalk 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 Llama38% / 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
  • Measured, not guessed. Every vanilla number is traced to the line of vanilla code that sets it, and modded creatures are measured from the mod's own bytecode. Mods the mod cannot measure still fall back to neutral rather than inventing a value.
  • One ceiling: 200% of a walking player, applied once, at the end, to the finished product. The fast ability on a cat lands at 189%; a rabbit with the very-fast ability is 162% (it used to be 450%).
  • Walking animation follows automatically. Leg animation is driven by distance travelled, so a faster morph animates faster on its own — no extra multiplier and no mismatched footwork.
  • Your own tuning: [speed] speedOverrides lets a server owner adjust a single creature or a whole mod ("mymod:*=0.11"), and the ceiling still applies.
  • Water, air and special movers are handled separately — swimming, flying, lava walking and turtle/rabbit-style movers keep their own rules instead of being force-fitted into the walk model.

🌟 Transformation Animations

Your body doesn't just swap models — it changes shape. Each style has its own visual identity, timing, sound design and screen feel:

StyleWhat it looks likeDuration
Reality GlitchDigital tearing, stuttering copies of your model, purple pixel cubes and static~1.0 s
Organic MutationDark veins crawl up your body, seal you inside a pulsing cocoon, then tear it open~2.0 s
Shadow & SoulYour body dissolves from the feet up into shadow, and the new form rises out of the smoke~1.8 s
Aura DissolveThe model crumbles into enchanted cubes that spiral and rebuild the new shape~1.4 s
Lightning OverchargeEnergy charges around you, a controlled bolt strikes, the new form steps out of the burst~1.2 s
  • Pick it in-game: morph menu → ⚙ gear → Morph Transform. Players who have never chosen a style are asked to pick one the first time they open the menu.
  • Your choice is stored per player and survives restarts, and demorphing plays the same style you picked.
  • Your position and camera stay put — the camera never spins around you, and the old model transitions into the new one instead of popping.
  • Effects are client-side visuals while the morph itself stays server-authoritative, so multiplayer never desyncs.
  • Every style can be enabled/disabled by the server owner, and duration, particle density, effect detail and sound volume are all configurable.

🔁 The Morph System

  • Kill it, become it. Defeat a creature to permanently unlock its morph, then transform anytime with a single key.
  • Morph into players too. Add them with a command — their skin is saved and preserved even when they are offline.
  • Morph menu: searchable grid, separate Mobs / Players tabs that each remember their own position, next/previous keys that move inside the active tab, and 3D live previews with full names drawn in front of the model.
  • Three morph modes (configurable): classic (kill to unlock), disguise (visual only), command (only /morph … transform).
  • Variants: colour and pattern variants for dozens of mobs — cats, horses, parrots, axolotls, frogs, foxes, mooshrooms, rabbits, pandas, sheep, wolves, tropical fish, screaming goats, dragon DNA colours and more. The variant persists through the morph and the animation: a black horse stays a black horse.
  • Correct body: size, hitbox and eye height come from the real entity, and multi-part creatures use the mod's own part table, so large morphs are big and your camera sits at the right height. Third-person camera distance is computed from the creature's actual size, and for multi-part rigs (like a three-headed hydra) the camera is placed outside the drawn body instead of inside it.
  • Free necks: the head follows your look fully while the body follows your movement and stands still while you do. Tune it with [compat] morphNeck / morphNeckLimitDeg.

⚔️ Active Abilities

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:

MorphAbility
CreeperDetonate at will — with the real fuse, radius, sound and mobGriefing rules, and survivable with armour
WardenSonic Boom, echo-location sniff, rage-blindness pulse, arrow deflection
GuardianLock-on laser beam with lifesteal
Ender DragonFireball, plus a channeled dragon's-breath stream
ShulkerHoming bullet with target lock-on
Evoker / IllusionerFang summons / decoy clones
WitherTemporary resistance shield
Blaze / Ghast / WitchFireballs / potion throws
Skeleton / Stray / PillagerBow and crossbow shots (empty hand required)
EndermanEnder pearl throw · pick up and throw real blocks with the arm that holds them
Slime / Magma CubeSplit into smaller slimes
Wolf / RavagerFear howl / fear roar
Cat / OcelotCreepers flee from you (passive) + hiss — and yes, you run like a cat
TurtleDamage-reducing shell
AxolotlSelf-heal and heal nearby allies
DrownedThrow a trident
Goat / Polar BearCharging ram / claw strike
PhantomDiving strike
Snow Golem / Iron GolemSnowballs / gift a rose (just for fun)
Bee / Cave Spider / FrogPoison sting / poison melee / tongue strike
Hoglin / Zoglin / RavagerCharge attacks
Rabbit / Fox / Vex / CamelHigh jump / pounce / charge / dash
Sniffer / Squid / SilverfishSeed sniff / ink cloud / burrow
Gorgon / Guster / Stymphalian Bird / Siren / TrollTurn to stone, sand tornado, feather volley, mesmerizing song, sunlight petrification
Ferrous Wroughtnaut / Umvuthi / Frostmaw / NagaAxe slam, sun strike, freezing ice breath, acid spit
SculptorGeomancy with empty hands — digging, pillars and its own trial parkour
Tremorsaurus / Tremorzilla / Vallumraptor / Magnetron / Corrodent / Subterranodon / Gammaroach / Vesper / HullbreakerDeafening roar, beam, leap, magnetic slam, acid spray, launch, irradiated spray, shrieking call, body slam
Mutant zombie / skeleton / enderman / creeper / snow golemGrab-leap-slam, six-arrow leap-back, tele-smash and teleport, its own big explosion, ice thrower
Dragons of Berk & Book of DragonsSignature 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 creatureIts own attack — real damage, real on-hit effect, real knockback, real animation and sound

🐾 Passive Traits

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.

🐉 Dragons

Dragon morphs are a first-class feature, and every dragon family runs on its own mod's animation state machine:

  • Dragons of Berk — 14 species with their own clips for biting, breathing, ramming, stinging and flying, plus skins, auras and their own attack damage.
  • Book of Dragons — 7 species driven by the mod's own dispatcher, with four DNA colour variants each, working menu previews and flight that no longer leaves the wings in a ground pose.
  • Ice and Fire — age-scaled hitboxes, power and movement speed, plus the channeled elemental breath.
  • Breath and abilities: hold I for the signature breath, press SHIFT + I for the secondary ability (its animation is read from the mod's own ability data). Charge your shot and release it for increased power, with a series allowance and a long cooldown afterwards.
  • Auras and cloaks: a dragon aura window with its own cooldown, real thunderstorm strikes for the lightning dragons, a toggleable cloak, paralysis that freezes a target, and spine barrages with their own trail.
  • Carry: right-click a creature to grab it — dragons hold prey in their mouth, the eagle under its talons and other clawed hunters under the claw. Capacity grows with age, carrying slows your flight, carried creatures sway with the wingbeat, take no damage from your own breath and get a short resistance when released. Per-carrier grips are configurable in [compat] carryGrip.

⭐ Favorites & Radial Wheel

  • Mark any unlocked morph as a favorite with U; favorites can be kept through death (configurable, up to 32 by default).
  • Hold U to open a radial quick-select wheel (2/4/8 sectors, scroll to flip pages) — switch morphs mid-fight without opening the full menu.

🧬 Biomass & Upgrades

Kill mobs to collect Biomass, a persistent resource that powers permanent upgrades:

UpgradeEffect
Capacity+50 maximum biomass per level (base 100)
Absorption+25% biomass per kill per level, and Absorption hearts for 30 s when you kill
RegenerationPassive 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.

🧩 Optional Mod Support

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.

🔥 Lava Walkers

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].

👑 Shifters (the race system)

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:

  • The flag is per player and permanent; it can be granted, removed or re-rolled by command.
  • New players can have it rolled once when they first join — by default with a 25% chance (shifterRandomChance), or you can turn the roll off and hand it out by hand.
  • Everything is gated: the morph menu, the morph keys, the ability key, favourites and the radial wheel, and /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.
  • Non-shifters see "You are not a shifter."
  • Config: shifterOnlyMorphing (default ON — turn the whole system off to let everyone morph), shifterRandomOnJoin, shifterRandomChance. Every command below writes these settings live, without a restart.
  • The values are plain English: shifter|normal for race set, on|off for race auto and race mode. The older donusen / acik / kapali still work.

🖥️ HUD & UI

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.

  • Ready is a dot, not a word. The panel says nothing when there is nothing to say: a small green dot marks "ready", and a number ("3.2s") appears only while a cooldown is actually running. The name of a row is only drawn where it tells rows apart.
  • The panel is measured to its content — one row gives you a narrow panel, several rows share one fixed column width so bars, names and counters line up.
  • Nothing can overlap any more. Name and counter are drawn through a single path: the counter is right-aligned and the name is cut to the space left of it (fixed for the long dragon rows, where the name used to print on top of 0/3 shots · next 12.2s). Each state is measured with its widest possible text, so the panel does not jump every second.
  • Keys are badges. The key hint is drawn as a small rounded plate with the key text centred inside it.
  • Accurate on dedicated servers. Ability cooldowns are synced from the server to the client, so your HUD can no longer read "ready" while the server still counts down — and the mod's own animations respect the same timer.

🎮 Default Controls

KeyAction
NOpen morph menu
BackspaceDemorph (return to yourself)
[ / ]Previous / next morph
IUse active ability (dragons: hold for the breath)
SHIFT + IDragon secondary ability
UToggle favorite (hold for the radial wheel)
-Toggle keybind hint panel

All keybinds are rebindable in Options → Controls → Morph of PKG.

💬 Commands

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 — everyday commands

  • /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 — administration

  • /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.
  • Note: the old diagnostic commands (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.

👑 Shifters — /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:

CommandWhat 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|normalGrants 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 randomRolls 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|offTurns 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|offThe 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.

⚙️ Configuration

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 control

📦 Requirements

  • Minecraft 1.20.1
  • Forge 47.x or newer
  • Java 17
  • New file name: this build ships as morphsofpkg-1.0.7.jar. The mod's internal id is unchanged, so existing worlds and config files keep working.
  • No required mod dependencies. Forge and Minecraft are the only hard requirements — every integration (Dragons of Berk, Book of Dragons, Mutant Monsters, Alex's Caves, Alex's Mobs, Ice and Fire, Mowzie's Mobs, Cobblemon, MCA, SecurityCraft, First Aid) is optional and switches on only when that mod is installed. The mod runs perfectly well on a vanilla-plus-Forge world.
  • Works on single-player, LAN and dedicated servers — client and server must run the same mod version (this build uses network protocol 3, and an outdated client is refused with a clear message at connect instead of failing later).
  • Fully translated into 17 languages: English, Turkish, German, French, Spanish, Mexican Spanish, Italian, Dutch, Polish, Portuguese, Russian, Swedish, Czech, Japanese, Korean, Chinese (Simplified & Traditional). Every language is at 100% — the build fails if a language is missing a single key, and commands answer in your language too.

⚠️ Beta Notice

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.

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