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A mod about procedurally generated creatures using the DNA and fossil remains of long ago.
Download on CurseForge
Deep underground and underwater, you can find fossilised fragments of creatures from the past.
Fossils are more likely to be found in sulfur caves and lush caves.

Deep underground, there are leftover pools of primordial soup, filled with microscopic life.

Fossils can be cleaned off by right-clicked a cauldron filled with water.
If you throw your cleaned off fossils in a pool of primordial soup, it will eventually transform into a random creature!
While your fossil is transforming, you can throw many items into the soup with it (within 2 blocks of the fossil item) to change certain things about your creature!
fossil_speed_items to reduce the time that it takes for the creature to formfossil_player_behavior_aggressive to make the resulting creature aggressivefossil_player_behavior_neutral to make the resulting creature neutralfossil_player_behavior_afraid to make the resulting creature afraid of players
Displace cases are blocks that you can use to display any creature you want.
To put a creature in the case, just right-click a filled cage on the display case.
To remove a creature, either break the case (this will spawn the entity in the world), or use an empty cage.

You can clone your creatures!
First craft a scalpel

Right-clicking on a creature will deal half a heart of damage to them and give you a DNA Sample.
Combine this DNA sample with cobblestone, cobbled deepslate, or blackstone to get a fossil.

This fossil can then be used to grow an exact copy of your creature in primordial soup.
Craft a magnifying glass to be able to display stats about your creature. (It works with creatures in display cases as well!)

You can breed two aquatic creatures together!
Each creature is assigned a random "food" tag that it uses to breed. The pool that they can select from is all vanilla entity's food tags. Creatures are attracted to the item in your hand, like vanilla mobs.
The offspring will combine features from their parents in the following ways:
Some features of how a creature is generated (and a few other aspects of the mod) can be configured:
cage_pickup_other_entities (false): Allows the player to use the cage to pick up entities not from this modfossil_transform_ticks (400): Ticks that it takes to transform a fossil into a creaturefossil_speed_item_ticks (40): Ticks that a speed item takes off of the total fossil timetop_fin_probability (0.7): Probability that a creature has top finstop_fin_per_segment_probability (0.9): Probability that a specific body segment has a top fin, given they have anyside_fin_probability (0.6): Probability that a creature has side finsside_fin_per_segment_probability (0.7): Probability that a specific body segment has side fins, given they have anynose_probability (0.7): Probability that a creature has a nosetail_probability (0.4): Probability that a creature has a taileyes_probability (0.9): Probability that a creature has eyesone_eye_probability (0.2): Probability that a creature has only one eye, given it has anybody_colors: Possible Colors for Creature Bodies. Must be an integer in the form AARRGGBBeye_colors: Possible Colors for Creature Eyes. Must be an integer in the form AARRGGBBaverage_body_color (false): Average parent's colors when breeding instead of picking oneaverage_eye_color (false): Average parent's eye colors when breeding instead of picking oneCurrently, only aquatic creatures are implemented. This means that every time you spawn a new random creature, it will have to live underwater.
Creatures currently can have up to 10 body segments. These body segments get progressively smaller and all have the same texture.
There are currently a few decorations implemented:
Creatures will get a random color for their body, and also a random color for their eyes.
Some creatures can have different animations. Currently, this includes:
All creatures have some of their behavior randomly generated. Currently implemented behaviors:
