Most of these will have to be unlocked using Biomass to give the players a use for Biomass and a sense of progression. Abilities will cost Biomass to use, most will be passive and others active. Morph now splits the old abilities system into Traits and Abilities. This unlocks the ability for players to absorb/consume other mobs' biomass, eventually leading to upgrades and unlocks (such as the morph ability, and capacity). Either look at the entity you want to make a modifier for or use a target such as This will show you a GUI where you can modify NBT keys and compare the mob's appearance with its morph appearance.ĭefault mode adds a Biomass ability that would be gated by the Nether, requiring the wither and regeneration effects active at the same time. You will need a living entity for this and not a morph. NBT Modifiers are created with the command "/morph resources generate nbt ". This will show you your morphs with a GUI for you to add and modify the morph's traits. Mob Data is created with the command "/morph resources generate mob". Import the modded mob and then export a new Hand Info JSON. To add compatibility with modded mobs or modded capabilities, Morph needs (up to) three types of JSON files. Entities that extend IAngerable will have to fix MC-189565 by checking world.isRemote before casting to ServerWorld when reading NBT data, similar to how Forge patches the 6 classes that implement it.įor mobs that appear as the correct type but wrong texture/models, they will need special NBT modifiers to allow Morph to capture their NBT data properly.
MINECRAFT MORPHING MOD 1.13 CODE
NBT modifiers are required to tell Morph which NBT data to keep in the Morph.įor some mobs that appear as "Invalid Morph Pig", these mobs are erroring out possibly due to a code issue and fail to be created. To address the concerns of mob duplications which the old Morph had, I now strip all irrelevant NBT data. Modded morphs appear as pigs: Pigs are Morph's "fail-catch" entity. Most of you who have used old Morph (pre-1.12.2 era) will be familiar with how the mod works, but I'll outline what's planned anyway down below.īecause the mod is unfinished, there are remnants of default mode that spill over to classic mode (eg configs) that have no effect. Classic mode is Morph as we know and love: Kill a thing, become it, use its abilities. Unfortunately due to time constraints and IRL obligations, I've decided to wrap up development on this mod and release a "Classic" mode. I had plans on adding proper progression to the mod via the Biomass ability which was meant to be available by default. Unfortunately, the mod isn't finished, content-wise. ` (more commonly known as ~ ) to favourite a morph in the selector and open the favourites radial menu. keys opens/navigates the selector (Hold SHIFT to navigate horizontally). Kill a mob and acquire it, turn into it at will. Rewritten from the ground up ( Another rewrite?!), Morph is back for 1.16.5+! New animations! New systems! New mechanics (kinda)! Introducing Morph: Enhanced And Transformed