OSMOSIAN EVOLUTION 0.10.44 — SPECIES-NAMED DNA VIALS

DNA manifestation safety: while any hybrid manifestation is active, the DNA Matrix
and Return to Osmotic Selection are suppressed. Collapse Manifestation is the sole
exit and restores the DNA Matrix. Stale Pyronite identity tags are also cleaned up
outside the Pyronite manifestation so no alien-state appearance can leak onto the
player's normal skin.

Pyronite manifestation rebuilt from native Prototype anatomy: an animated eight-frame
fire crown, fitted alien head, complete right arm, and an asymmetrical collar/upper-
chest bridge now form one connected partial transformation. The user's converted
Blockbench model is no longer used.

Pyronite fit correction: the head/crown is 13% larger, the curled native arm hierarchy
has been replaced by a stable articulated shoulder/upper-arm/forearm/hand chain, and
a head-linked Pyronite neck plus shoulder spread keeps the manifestation connected to
the chest while following player animation.

Final Pyronite head proportion pass: the fitted head and animated crown are enlarged
by a further 16% without moving or rescaling the now-correct neck, chest bridge or arm.

Native anatomy correction: the temporary cuboid arm and buried custom collar/chest
have been removed. The manifestation now uses Alien Evo's continuous Prototype right
arm at 94% scale plus its anatomical chest and neck at 80% scale, moved slightly above
the player skin to create a visible, textured connection without replacing the lower body.

Hybrid Pyronite light: the manifestation no longer opts into Alien Evo's full level-12
five-block Pyronite lighting pad. It now maintains one invisible level-8 torso light,
refreshes every five ticks, and removes its temporary light on collapse.

Emergency Pyronite fit correction: all rotated native arm bones are removed. A single
rotation-free, full-length shoulder-to-wrist arm and attached hand now use the proven
Palladium player-arm anchor. The neck and right-chest spread use the proven player-body
anchor so they cannot be culled inside the torso. Green glow particles are removed;
the invisible level-8 ambient light remains.

The animated Prototype emissive texture is restored on the replacement arm and the
neck/chest spread. This brings back the yellow-hot Pyronite fire/fissure layer over the
dark red rock base without reintroducing the removed green sparkle particles.

0.10.11 separates the Pyronite materials into dedicated geometry passes. The arm uses
an opaque eight-frame yellow/orange hot-fire texture across its entire surface. The
neck/chest keeps the dark-red Prototype rock base AND the animated yellow-hot overlay;
neither layer replaces the other.

0.10.12 corrects that interpretation: the arm is restored to the normal Prototype
Pyronite material—dark-red volcanic rock with yellow-hot channels, not a fully fiery
arm. The neck/chest receives a dedicated opaque dark-red rock underlay beneath its
existing yellow-hot overlay so both materials remain visible in the correct order.

0.10.13 stops applying Alien Evo's full-body texture atlas to the simplified arm and
neck geometry. Each now has a purpose-built static normal-Pyronite base and matching
emissive mask: the arm visibly mixes red volcanic rock with frequent yellow-hot channels;
the neck/chest is predominantly dark-red rock with smaller hot fissures. Transparent
atlas regions can no longer erase either requested material.

0.10.14 replaces the successful custom approximations with Alien Evo's actual Prototype
geometry and UV mapping. The hybrid now uses the complete native right-arm hierarchy
(shoulder, upper arm, forearm and hand) fitted to the player-arm anchor, plus the actual
native Pyronite neck bone fitted beneath the head. Both use Alien Evo's original red-rock
base and animated yellow-hot texture layers; no custom arm or collar geometry is rendered.

0.10.15 enlarges only the fitted native Prototype Pyronite arm by 12% around its fixed
player-shoulder anchor. Head, neck, chest, materials, lighting and abilities are unchanged.

0.10.16 moves only the visible native arm anatomy 0.55 model units inward toward the
chest and increases its X/Z thickness by 15%. Every Y origin and height remains unchanged,
so the arm is wider without becoming longer; the player-shoulder animation pivot stays fixed.

0.10.17 increases only the already-fitted arm's X/Z thickness by another 12%, scaling
around its current visual centre so it does not drift away from the chest. All Y origins,
heights, arm length, native UVs and the player-shoulder animation pivot remain unchanged.

0.10.18 changes only the fitted native Pyronite neck: 18% wider, 35% taller downward,
0.70 model units lower and 1.20 units forward, with reduced negative inflation. Its native
rotations and UVs remain intact. The finalized 0.10.17 arm is byte-for-byte unchanged.

0.10.19 constrains the native neck to a compact, asymmetrical collar patch on the
Pyronite-arm side of the neckline, matching the marked reference area. It ends above
the main torso rather than forming a full-width neck/chest covering. The arm remains
byte-for-byte identical to the finalized 0.10.17 geometry.

0.10.20 keeps the compact native Pyronite neck geometry unchanged but stops using the
full-body animated atlas on its cropped UV area, which rendered as a solid yellow block.
The collar now uses a guaranteed static dark-red volcanic-rock base with a transparent
yellow-hot fissure mask. The finalized arm remains byte-for-byte unchanged.

0.10.21 shifts only the compact native collar 0.90 model units toward the Pyronite arm,
closing the gap at the transformed shoulder. Its guaranteed texture is recoloured with
Alien Evo's Prototype palette: burgundy/red volcanic plates with orange, cream-yellow
and pale-hot fissures. The finalized arm remains byte-for-byte unchanged.
Minecraft 1.20.1 Fabric

REQUIRED
- Fabric Loader 0.15.11 or newer
- Palladium 4.5.9
- Alien Evolution 1.1.2 or newer (the supplied 1.1.3-named jar reports 1.1.2 internally)
- The Five Project Fabric 1.1.0 (required for Conductoid lightning beam assets)
- Their normal dependencies

OPTIONAL DNA COMPATIBILITY
- Omni Extras 1.0.7.3: AmpFibian, Armodrillo, Water Hazard
- The Armodrillo DNA Tube consumes Omni Extras'
  `omni_extras:yellow_virandium_plate` instead of the old Piston ingredient.
- Rising Storm 1.4: Terraspin
- The Five Project 1.1.0 also supplies Feedback and NRG DNA compatibility.
- Chromastone 1.9: Chromastone
- The Chromastone DNA Tube consumes the addon's Sugilite Crystal,
  `alienevo:sugilite_crystal`, instead of a second Amethyst Shard.
- Omni Time 1.0.1: Shocksquatch and Gutrot
- The Shocksquatch DNA Tube consumes OmniTime's Unknown Alien Fur,
  `omniverse_time_pack:shock_fur`, instead of the old Yellow Wool ingredient.
- The Gutrot DNA Tube consumes OmniTime's Unknown Gas,
  `omniverse_time_pack:gutrot_gas`, instead of a Fermented Spider Eye.
- Deus Chrono-Machina: Clockwork
- The Clockwork DNA Tube consumes Deus Chrono-Machina's
  `chrono:chronosapien_dna` sample instead of the old Clock ingredient.
- Celestialsapien: Alien X
- The Alien X DNA Tube specifically consumes Celestialsapien's `mypowers:dna_x`
  artifact rather than using the old cheap Ender Eye ingredient.
- To'kustar: Way Big

SINGLE-PLAYER DNA TUBES
- Every supported alien now has a craftable DNA Tube.
- Hold a tube and activate its Palladium ability to consume it and permanently record that DNA.
- DNA Tubes only assimilate for players with the Osmosian power. Other players
  receive an assimilation-rejected message and the sample is not consumed.
- Each shapeless recipe uses a Glass Bottle, an Amethyst Shard, and an ingredient themed around the alien.
- Tubes are a fallback for worlds without another transformed Omnitrix player; direct DNA scanning still works.
- DNA Tubes are non-stackable so each specimen remains an individual sample.

0.10.0 POWER REWORK
- The old purple combat, material and hybrid pages have been retired from active play.
- The Osmotic Matrix and bottom-right ability bar are now charcoal, gunmetal
  and black, with ability-specific accents instead of a purple frame.
- The initial page now contains one native Palladium ability wheel.
- Electric is innate. DNA is a permanent Palladium purchase costing 45 vanilla
  experience levels. Matter is a permanent 60-level purchase available after
  DNA. Both branches can already be entered and contain clear placeholder pages.
- Electric attacks stay together on one combat page. Return to Osmotic Selection
  now lives alone on a separate Navigation page.
- All five Electric abilities now use Palladium bar indices 0–4, keeping
  Electrical Overdrive on the same ability-bar page as the four techniques.
- Existing Osmosian players are migrated to the new selector automatically.
- The main Osmosian and Selection icon is now an Osmotic Atom: three equal
  cyan, purple and gunmetal orbits representing Electric, DNA and Matter around
  one shared core. The original lightning badge remains exclusive to Electric.
- DNA Matrix prototype: recorded Pyronite and Kineceleran samples now appear in
  a sample-gated wheel. Pyronite manifests its flame crown and right arm with
  Fire Ball, Fire Breath and Heat Absorption. Kineceleran manifests its animated
  tail and digitigrade legs with Slide Kick, Cyclone and a temporary Speed Burst.
  Both forms preserve the player's normal torso/skin and include Collapse
  Manifestation to return to the DNA wheel.
- Only one DNA manifestation can be active at once. Selecting Pyronite removes
  Kineceleran first and selecting Kineceleran removes Pyronite first, preventing
  mixed models and combined alien ability sets. Collapse returns to the Matrix,
  where any other recorded species can then be selected normally.
- Kineceleran now uses Alien Evolution's original Speed Adjustment, Cyclone and
  Slide Kick implementations (including speed levels, dash motion, cyclone lift
  and their support mechanics), not the earlier approximations.
- Kineceleran now uses Alien Evolution's Prototype Omnitrix geometry and matching
  prototype skin, uniform and glow passes. Both prototype digitigrade legs are
  restored alongside the animated tail without replacing the player's torso.
- Kineceleran hides only the player's left/right legs and their skin overlays,
  replacing them with the prototype digitigrade legs. The player's head, torso
  and both arms remain visible while the tail attaches behind the torso.
- Kineceleran now uses a compact, centered Prototype-textured waist connector
  rather than the stock tall/rotated abdomen, bridging the player chest into the
  alien hips, legs and tail without creating a second torso.
- Pyronite hides only the player's head/headwear and right arm/sleeve, replacing
  them with the complete Pyronite head, mask, jaw, flame crown and corrected
  volcanic arm. The player's torso, left arm and both legs remain visible.
- Pyronite now uses the supplied custom Blockbench head/right-arm geometry rather
  than scaled pieces extracted from the full alien. Unused torso/limb reference
  groups are filtered out, while Alien Evo's original glow/rock draw order is kept.
- Kineceleran manifestations use Alien Evolution's native slower-hunger ability
  at zero consumption, so sprinting at alien speed does not drain the food bar.
- Kineceleran manifestations initialize Alien Evo's SpeedLevel objective
  themselves, fixing Speed Adjustment in worlds where the normal full alien
  transformation has never been used.

ELECTRIC PROTOTYPE
- Conductive Drain: hold the ability, extend the main hand, and aim within ten
  blocks at powered redstone dust, a lit redstone lamp, powered repeater,
  powered comparator, powered lever, or lit redstone torch. The block is
  depowered and 50 Electric Charge plus 2 Osmotic XP are absorbed.
- Holding a Redstone Block while using Conductive Drain supplies an additional
  8 charge per tick. The block acts as a reusable battery and is not consumed.
  Its sparks now appear on the main-hand side holding the block.
- Arc Bolt: Conductoid's fast Electrokinesis Bolt Toss projectile, Alien Evo
  lightning trail, 7 damage and electrocution; 60 charge, 3.75-second cooldown.
- Conductive Beam: Conductoid's held, two-handed Electrokinesis Blast dealing
  9 damage; 150 charge, 10-second cooldown.
- Static Burst now copies Nosedeenian Electroconductivity's 62-tick charge-up,
  brief levitation and late lightning field before an eight-block discharge.
  It deals 10 damage plus Slowness III and Weakness II for four seconds;
  160 charge, 15-second cooldown. Its broken multi-target damage command was fixed.
- Static Burst is permanently visible in bar slot 4 again. Its energy check now
  happens during activation instead of being used as an unlocking condition,
  which had caused Palladium to replace its icon with an empty locked slot.
- Electrical Overdrive: five minutes of Speed III, Strength I and restrained
  electric sparks; 300 charge, five-minute cooldown. The render-layer power
  that replaced the player's normal skin and the extra dust particles are removed.
- Electric attacks and their icons use cyan, white and yellow accents over the
  new neutral Osmosian interface.

OBTAINMENT
Natural route: locate an Abandoned Plumber Osmosian Research Outpost. The rebuilt
31×15×31 facility has a cyan/black Plumber entrance emblem, armored deepslate and
stone shell, cyan observation windows, copper circuitry, lit research wings and a
low-profile cyan roof relay. Its reinforced central containment vault contains one
guaranteed Unstable Osmotic Core.

Alien Evolution technology inside includes four Omnitrix Workbenches. The old
Galvan Pods have been removed. Iron-block walls and broken iron bars were replaced
with deepslate, smooth stone, polished andesite and cyan containment glass so the
outpost is no longer an iron farm. Four secured Plumber caches can contain Galvan
Scrap, Galvan Plates, Galvan Circuits, upgrade shards/crystals, Plumber Badges,
alien specimen parts, and rare Ancient Machine keys, scrolls or urns. The buggy
Alien Evolution Diamond Shard and Quills items are explicitly excluded from
every cache.

/locate structure osmosian:research_facility

The Unstable Osmotic Core can also be crafted using:
  A R A
  R N R
  A E A

A = Amethyst Shard
R = Redstone Block
N = Nether Star
E = Echo Shard

The loose core no longer grants the power directly. Build an Osmotic Exo-Chestpiece:
  G C G
  I O I
  G R G

G = Galvan Metal
C = Upgrade Chip
I = Iron Ingot
O = Unstable Osmotic Core
R = Redstone Block

Equip the chestpiece and activate Initiate Osmotic Awakening. The armor and its
mounted core remain equipped and are not consumed. Its dark segmented Plumber
exosuit texture renders over the player's own skin. The transparent 128×64
armor layer is a lightweight harness rather than bulky armor: narrow shoulder
straps, a back/waist brace, exposed arm rails, retaining bands, visible wiring
and a compact glowing reactor leave the player's clothes and body visible.

ADMIN TEST COMMAND
/superpower add osmosian:osmosian <player>

0.10.0 FIRST TEST CHECKLIST
1. Confirm the mod list contains Osmosian: Unstable Evolution.
2. Existing Osmosians should see Osmotic Selection automatically. Otherwise craft
   and equip the exosuit, activate Initiate Osmotic Awakening, or use the admin command.
3. Hold Open Osmotic Selection and choose Electric on the radial wheel.
4. Place a lever that powers redstone dust or a redstone lamp.
5. Hold Conductive Drain, aim directly at the powered component, and confirm it
   depowers while the cyan Electric Charge bar rises by 50.
6. Confirm Arc Bolt throws the projectile and Conductive Beam is the held dual-hand beam.
7. Charge Static Burst beside several mobs and verify the levitation/lightning
   buildup, 10 damage, Slowness III and Weakness II without creature screams.
8. Confirm Static Burst remains visible even when the Electric Charge bar is below 160.
9. Confirm all five Electric moves share page one, then use Electrical Overdrive
   and verify Speed III, Strength I, normal player skin and restrained sparks.
10. On Selection's skill screen, buy DNA for 45 levels, enter it, then buy Matter
   for 60 levels after DNA and confirm both placeholder pages open.
11. Open the separate Navigation page, activate Return, and confirm the wheel returns.
12. In a newly generated area, run /locate structure osmosian:research_facility
    and verify the Plumber outpost, Alien Evo stations, four caches and core vault.
13. Confirm the outpost contains no iron-block shell, iron bars or Galvan Pods,
    and that caches never roll Alien Evolution's Diamond Shard or Quills.
14. Confirm every DNA Tube stacks to one, the Electric icon is unchanged, and
    the Osmotic Atom appears on the main Osmosian/Selection pages.
15. Select Pyronite or Kineceleran and verify that only one manifestation can be
    active. Collapse it, then select the other recorded species successfully.
16. For Kineceleran, verify Speed Adjustment uses hold + scroll for levels I-V,
    and that Cyclone and Slide Kick match Alien Evolution's original moves.
17. Verify Kineceleran replaces only both player legs with prototype-coloured
    digitigrade legs and adds the animated tail, preserving head, torso and arms.
18. Verify Pyronite replaces the head and right arm without hiding the remaining
    player skin, then sprint as Kineceleran and confirm hunger does not decrease.

CREATOR-AUTHORIZED OSMOTIC SOUNDS
- Electric absorption uses the approved 0:01–0:04 clip when a powered redstone
  component is successfully drained.
- DNA absorption uses the approved 0:56–0:58 clip after either a DNA Tube or a
  live alien scan successfully records a species.
- Pyronite and Kineceleran manifestation use the approved 2:30–2:34
  transformation clip when the selected alien anatomy is applied.
- The supplied audio was trimmed to the approved ranges, normalized, faded at
  its cut edges and encoded as mono 44.1 kHz Vorbis for Minecraft.

0.10.8 ALIEN-MECHANIC RESTORATION
- Pyronite's custom model now uses a separate crown-only glow geometry. The
  custom head and arm render only through the volcanic-rock pass, preventing
  the solid white/yellow model seen when the glow atlas covered every cube.
- Fire Ball is Alien Evo's original custom projectile, including its native
  Pyronite ball/flares, Heatblast sound, velocity, gravity, ignition and impact.
- Fire Breath uses Alien Evo's original held breath emitters, start/loop sounds,
  invisible knockback projectile and block-fire behavior.
- Heat Absorption uses Alien Evo's original fire-particle bridge and absorption
  function. Only Omnitrix skill-tree requirements were removed from these moves.
- Kineceleran now restores Alien Evo's native speed trail and skating animation
  timer, with an Osmosian KubeJS registration for the original running pose and
  Slide Kick pose under `osmosian:dna_kineceleran`.
- Sprinting produces a restrained looping speed rush. Speed Adjustment plays
  Prototype cycle clicks with different pitches for increasing/decreasing speed.
- Water Running and its bubble particles are passive at Speed Level II–V, using
  Alien Evo's original water-walk implementation without occupying a move slot.
- The custom Blockbench Pyronite exporter now applies Gecko's required mirrored
  X coordinates/pivots, X/Y rotation conversion and east/west face mapping.
  The earlier direct coordinate copy attached the arm hierarchy incorrectly.
- Fire Breath is replaced by Alien Evo's native Pyrokinesis Beam chain: aim,
  charge timer, fire-beam renderer, 15-block energy beam, Heatblast start/loop
  audio, nine damage and six seconds of ignition. This avoids the breath move's
  constant particle/projectile/block-fill workload.
- The native Pyronite head/crown assembly is lowered five model units to meet the
  player neck. The custom right arm is uniformly scaled to 60% around its fixed
  shoulder pivot, keeping its authored shape while ending near the player hand
  instead of below the knee.

If startup or datapack loading fails, provide latest.log. If an ability alone fails,
provide the exact ability name and the relevant log section.
