Osmosian Evolution 0.11.79 - Fabric 1.20.1

Osmosian DNA Tablet: osmosian:dna_tablet
Find it in the Osmosian Evolution creative tab, or use:
/give @s osmosian:dna_tablet

Hold in your main hand and right-click to open the DNA Archive.
Missing samples are black silhouettes; collected samples open entries.
Entries include Overview, Moves, Stats and DNA Vial recipe tabs.
Mouse wheel scrolls long entries. Escape goes back, then closes.
Arrow keys select cards/tabs; Enter opens a collected card. E closes.
DNA motion can be toggled at the bottom left. The world is not paused.

Crafting (GCG / RPR / GAG):
G = Alien Evo Galvan Metal, P = Glass Pane, R = Redstone,
C = Comparator, A = Amethyst Shard. Produces one reusable tablet.

The screen reads the current holder's existing DNA scores each time it opens.
It does not grant DNA, spend items, unlock powers, or transform you.
Only the six implemented hybrids are listed. The existing transformation
wheel, purchase requirements, full resistances and half-max stat bonuses
are unchanged. KubeJS and its existing dependencies are required on both sides.

Verified: archive structure, data consistency, all 32 collection states,
input/lock logic, and Rhino JavaAdapter callbacks against API-shaped test
doubles. Not tested in a running Minecraft client/server.

0.11.44 fix: Palladium text rendering avoids Palladium/Rhino drawString overload
ambiguity. The item now uses a 16-by-10 landscape chassis and display.
No vial recipes or existing DNA/gameplay definitions were changed.
The reported overload failure is reproduced in the updated offline test,
and the fixed rendering passes all collection/entry tests with it present.

0.11.45: one clip push is paired with one pop, even on render errors.
Tablet corners are part of an exposed-face mesh rather than overlapping
the body; the screen is inset from the guards and duplicate crossing
pixels are removed. No recipes or gameplay data changed.
The previous complete client script reproduces the reported clip
underflow in the stateful regression harness; the fixed version
passes normal, nested and injected-error cleanup checks.

0.11.46: the tablet recipe swaps the glass pane and comparator.
The comparator is now top-centre; the glass pane is in the centre.
Collected entry selections and navigation/motion buttons play local
Minecraft UI click sounds. Hovering and scrolling are silent.
Archive text now uses neutral, third-person reference descriptions.
The explanatory stat-bonus paragraph is removed; stat values remain.
The archive opens with a 0.3-second eased scale/rise and backdrop fade.
DNA motion, model geometry, vial recipes and gameplay are unchanged.
Offline tests cover click counts, locked entries, input, sound failure
recovery, opening animation and earlier renderer regressions.
In-game testing remains pending.

0.11.47: UI click playback unwraps the sound-event Holder before calling
the sound factory. This avoids KubeJS registry-conversion ambiguity.
The previous complete client reproduces silent clicks in the expanded
Rhino harness; the corrected call passes with that conversion present.
Archive move descriptions no longer reference Alien Evolution or
original implementations. The DNA-wheel guidance paragraph is removed.
Tetramand and Petrosapien icons use the exact shared human-side pixels
from the other three hybrid icons. Alien-side pixels remain unchanged.
Icons remain native 16x16 PNGs, without resampling or new art.
Recipes, animation, model, stats, resistances and gameplay are unchanged.
Minecraft audio settings are respected. In-game testing remains pending.

0.11.48: the five active DNA vials use approved shaped 3x3 recipes.
Every recipe has one empty Glass Bottle in the centre and outputs one vial.
Tablet ingredient positions, counts and SHAPED labels match the recipes.
Petrosapien uses four Diamond Blocks, two Amethyst Blocks and two Obsidian.
Kineceleran uses Sugar, an Iron Helmet, Galvan Scrap and Rabbit Feet.
Pyronite uses Magma Cream, Blaze Powder and Magma Blocks.
Lepidopterran uses Phantom Membranes, a Fermented Spider Eye, Slimeballs,
a Slime Block and Galvan Scrap. Tetramand uses Iron Blocks, a Piston,
Raw Beef, Bone Blocks and Galvan Scrap.
Osmosian ownership and purchased DNA Absorption are still required for use.
The other fifteen vial recipes, tablet recipe, gameplay, stats, icons,
sounds and opening animation remain unchanged. Offline checks passed;
in-game testing remains pending.

0.11.49: Matter Absorption can now absorb a held Slime Block. The form
concentrates animated slime around the legs and returns the block on release.
Its passive converts falls into diminishing bounces; crouching cancels them.
Elastic Punch grows a slime-coated arm and enlarged fist for a five-block hit.
Springloaded Slam launches, supports a crouch-triggered dive, knocks enemies
upward and rebounds. Adhesive Trap creates a six-second virtual puddle that
slows enemies and suppresses jumping without changing terrain. Slime supplies
three visible moves plus collapse. Offline regression checks passed; live
Minecraft testing remains pending.

0.11.50: Elastic Punch has a longer readable wind-up, lands during the
animation and keeps the enlarged slime arm visible briefly after impact.
Springloaded Slam now launches higher and farther according to hold time.
Normal slime bounces preserve horizontal momentum for traversal instead of
damping it. Adhesive Trap uses a denser, brighter ground-level particle pool.
All three Slime moves now use crisp material-style illustrated icons. Offline
regression checks passed; live Minecraft testing remains pending.

0.11.51: Becoming an Osmosian while bonded to Alien Evo's Prototype
Omnitrix now invokes Alien Evo's native decoupling routine. The Omnitrix is
returned as an item with its stored DNA, playlists, selected slot, upgrades,
10K state, colours, codes and custom name preserved. The previous direct
superpower removal that could delete the bonded watch has been removed.
Players without a bonded Omnitrix are unaffected. Offline structure and
dependency integration checks passed; live Minecraft testing remains pending.

0.11.52: Galvanic Mechamorph is the sixth DNA hybrid. The partial mutation
replaces the right arm with animated black-and-green living technology, crosses
the right shoulder and chest, forms a single green eye over the right face and
leaves circuitry along the right leg while keeping the left side human.
Techno Tendril stretches six blocks, damages and pulls one target. Circuit
Breaker releases a damaging five-block ground pulse with knockback and movement
disruption. Technological Integration installs a held Dispenser, Piston, Hopper,
Note Block, Observer or Redstone Lamp as a dedicated hand module. Integration
locks both hands and the other two moves until ejected; manual collapse, power
removal, death, respawn, logout and runtime errors all use the safe return path.
The hybrid receives +3.5 attack damage and +8 armour, exactly half of the fully
upgraded native numeric bonuses, while retaining its full native immunities.
A guarded one-use vial, DNA wheel/archive entry, recipe, matching half-human icon
and Galvanic Mechamorph DNA test subject are included. Offline validation covers
resource structure and gameplay contracts; live Minecraft testing remains pending.

0.11.53: The partial Galvanic Mechamorph mutation now derives its right arm,
upper chest and neck, right face/eye and right-leg plating from Alien Evolution's
native Prototype geometry and UV layout. Its base and emissive passes reference
Alien Evolution's full-resolution Prototype atlases directly. All six DNA hybrid
portraits now combine the exact shared Steve half with the corresponding native
Alien Evolution playlist portrait half. Tetramand and Galvanic Mechamorph move
entries use native Alien Evolution artwork; Mechamorph Collapse uses the standard
DNA Collapse icon. Electric and Matter mode artwork is unchanged. Gameplay,
statistics, resistances, recipes, modules and move behaviour are unchanged.
Offline visual/resource and gameplay regression checks passed; live Minecraft
testing remains pending.

0.11.54: The Galvanic Mechamorph arm retains its native Alien Evolution
Prototype anatomy. The fitted shoulder/chest, face and right-leg pieces are
reworked as slim black-and-green living-tech plating: the white torso slab is
removed, the face now has one readable green eye at player-eye height, and the
white boot is replaced by narrow circuit rails that leave the trousers visible.
Circuit Breaker's Alien Evolution-style Storm icon is recoloured entirely into
the Prototype green palette, and its blue-white spark layer is replaced by a
second bright-green pulse ring. Its client pose no longer translates or rotates
either leg and no longer performs a ground-hand slam; the living right arm now
charges across the torso and snaps forward with only a restrained upper-body
brace. Damage, radius, knockback, cooldown and every other gameplay mechanic
are unchanged. Technological Integration is reserved for the next polish pass.
Offline visual/resource and Rhino regression checks passed; live Minecraft
testing remains pending.

0.11.55: The slim Galvanic Mechamorph fitted geometry now follows Alien
Evolution's native Prototype colour roles exactly. The head remains charcoal;
the shoulder/chest and right-leg plating use layered white, pale-silver and
blue-grey panels with charcoal living-tech frames; and green emissive circuits
cross every section. The previous full-height neon leg stripe is replaced by
smaller broken branches. Native sampled palette values and the unchanged native
right arm are regression-checked. Circuit Breaker expands from 18 to 38 ticks:
14 ticks of visible arm charging, a held brace, a forceful tick-23 discharge,
recoil, and two fading green aftershock rings. The pulse adds a low explosion
layer for impact while preserving six damage, the five-block radius, knockback,
movement disruption and eight-second cooldown. Neither leg is animated or
translated. Technological Integration remains reserved for the next polish
pass. Offline palette, timing, Rhino and gameplay checks passed; live Minecraft
testing remains pending. Only the six implemented hybrid DNA vials remain
craftable; inactive vial items stay registered and obtainable through /give.

0.11.56: Galvanic Mechamorph's mutation now follows the same native-geometry
conversion used by the other DNA hybrids. The right arm, chest, neck, lower
torso and full right leg retain Alien Evolution's Prototype cubes, hierarchy,
UV faces and 128x128 base/emissive atlases after being fitted to the player
skeleton. The human right leg and its overlay are hidden when leg growth begins,
so the Prototype thigh, calf and foot form the complete visible leg. The native
arm's previous 60% vertical compression is relaxed to 64%, closing the visible
hand seam while keeping all authored pivots and UVs. Only the fitted half-mask
remains custom, with one lime-green circular ring eye and a black centre at the
human eye line. Circuit Breaker, Technological Integration, stats, resistances,
recipes and every other hybrid are unchanged. Offline structural and Rhino
regression checks passed; live Minecraft testing remains pending.

0.11.57: The Galvanic Mechamorph lower-torso panel is removed so the native silver growth stays on the upper half of the chest, including its front and back faces. The circular green-and-black eye sits lower on the fitted charcoal half-mask, whose outer shell now reads clearly along the side of the head. The full replacement leg is widened outward while its joint pivots, height, foot placement and native UV faces stay fixed. The right arm and all gameplay remain unchanged.

0.11.58: A native-silver collar underlay fills the visible front and side openings between the Galvanic Mechamorph chest, head and right arm without restoring the removed lower-torso panel. The fitted alien half of the head now derives its charcoal block pattern and colour values from Alien Evolution's Prototype head texture, with restrained green circuit branches around the existing lowered ring eye. Leg proportions, arm, abilities and all gameplay are unchanged.

0.11.59: The full-width Mechamorph collar underlay is replaced by an inset native-neck backing, a shallow front shoulder patch and a thin outer-side patch. This retains the original gap coverage without creating a metallic shelf across the chest or back. Its texture now uses quiet native-silver variation with no green stripe or hard border. The complete replacement leg is lengthened from its fixed hip anchor until its lowest foot cube reaches ground level; the 3.6-unit width, UV faces, rotations and player hip attachment are retained. Head, arm and gameplay are unchanged.

0.11.60: Galvanic Mechamorph's fitted alien head half is rebuilt as five overlapping shells. The front, outer side, crown and back now share closed corner bounds, and a new underside fills only the alien half of the bottom of the player head. Native-green broken circuit branches and emissive nodes now continue across the side, crown, back and underside so the head matches the arm and grounded replacement leg. The lowered circular eye, human head half, collar patches, body geometry and gameplay are unchanged.

0.11.61: The plain upper-chest strip gains a shallow Mechamorph collar junction with a charcoal seam, native-silver edge, short green circuit branch and emissive integration node. The fitted alien head half gains a thin outer temple plate and compact lower jaw/cheek plate, adding layered silhouette and new green nodes without covering the circular eye or human half. Closed corners, alien-half underside, collar gap plugs, grounded leg, arm and gameplay remain unchanged.

0.11.62: The collar junction now includes a dedicated downward-facing plate over the circled low-angle opening between the alien chest, head and right shoulder. Its dark panel, native-silver rim and green emissive trace remain visible from below and stop before the rear torso, avoiding the old back shelf. The player profile skin is not overridden by this addon; a default-skin fallback accompanied by Minecraft authentication, DNS or texture-signature errors must be resolved by restoring access to Mojang's services. Head, arm, grounded leg, abilities and all gameplay remain unchanged.

0.11.63: The accumulated neck and upper-chest filler cubes are removed from the Galvanic Mechamorph render stack. Their replacement is a slightly inset copy of the fitted Alien Evolution chest and rotated neck geometry. The same native neck cube is widened only towards the alien shoulder until it meets the upper chest, while its human-side edge remains fixed. The dark native-tissue backing fills the Prototype texture's transparent pixels. The connection therefore follows the real neck slope and chest silhouette without a bright shelf, floating rail or protruding underside plate. Head, eye, arm, grounded leg, player skin, abilities and gameplay remain unchanged.

0.11.64: The approved Galvanic Mechamorph neck front is locked in place. Only its rearward depth is reshaped: a narrower, slightly lower native-rotation cap now tapers the neck into the upper back instead of ending in a broad rectangular rear slab. The fitted hand's previously absent top face is closed with an opaque patch from the native Prototype texture, removing the see-through joint in first and third person. No head, eye, front-chest, limb silhouette, ability or gameplay behavior is changed.

0.11.65: Techno Tendril is rebuilt as a segmented, tapered black-and-green living cable with visible joints, an emissive inner core and a three-pronged grappling tip. Its 24-tick pose now includes a held coil, sharp launch, recoil overshoot and deliberate retraction; charge, launch, impact and recovery gain staged sounds and particles while damage, range and cooldown remain unchanged. Technological Integration no longer displays stretched vanilla block textures. All six modules use unique weapon silhouettes built on the corrected right-arm bone hierarchy, completely casing the closed hand and lower wrist in dark Mechamorph plating with green emissive circuitry. Right-click gains a short operation/recoil pose without changing module functions or item-return safety. The accepted head, front and rear neck, arm silhouette, leg, stats, recipes and other hybrids remain unchanged.

0.11.66: Removes the hidden integration-recoil animation timer because it shared the right-click binding with the real module-use ability and could intercept Dispenser, Piston, Hopper, Note Block, Observer and Redstone Lamp activation. Integration now has one authoritative right-click consumer while all six fitted black-and-green weapon models, module mechanics, cooldowns and safe item return remain intact. Techno Tendril range increases from 6 to 8 blocks; its visible cable grows from six to eight tapering sections, with seven nodes and a lengthened emissive core so visual and server reach remain aligned. Damage stays 7 and cooldown stays 4 seconds.

0.11.67: Replaces the Dispenser and Redstone Lamp particle lines with layered
black-and-green Palladium laser beams. Hopper now channels a visible three-strand
Palladium tractor beam for sixteen ticks while continuously pulling valid entities
and loose items in its forward cone. Piston gains a staged wind-up, a four-and-a-half
block physical ram model, impact frame and recoil instead of a single block-particle
burst. Small particles remain only at muzzles and impacts. Note Block and Observer
behaviour is unchanged. Every attack still passes through the single authoritative
integration right-click ability; the new pose timers are tag-driven and cannot
intercept input.

0.11.68: Converts the Dispenser Cannon from a continuous line into a fast
one-shot Palladium energy blast. Piston Gauntlet holds a forward braced pose and
uses its physical ram as a straight shove, with almost all vertical launch removed.
Redstone Lamp now channels for forty ticks while preserving the same total damage;
its two beam layers are lowered to the actual projector aperture. Hopper's formerly
unreliable lightning strands are replaced with three visible laser-based tractor
layers anchored to the funnel opening. Note Block, Observer, cooldowns, integration
input, item return, recipes, body geometry and all other hybrids are unchanged.

0.11.69: Removes the integrated-weapon arm pose and all four associated hidden
pose timers. Piston's physical ram now extends from the unanimated transformed
hand, eliminating the uppercut motion completely. Palladium's standard projectile
spawns at eye height, so Dispenser now creates its visual blast directly at a
calculated right-hand position instead. Hopper and Redstone Lamp retain their
working Palladium beams but use normal-hand offsets with no arm aiming animation.
Damage, ranges, channel durations, cooldowns, item return and every unrelated
form remain unchanged.

0.11.70: Replaces the six implemented hybrid DNA vial sprites with framed 3D
Osmosian specimen canisters. Every canister has a transparent chamber, gunmetal
caps, protective rails and a purple stabiliser band, while its internal sample is
unique: Pyronite ember, Petrosapien crystal, Kineceleran lightning, Lepidopterran
biological droplet and spores, Tetramand DNA strand or Galvanic Mechamorph circuit
core. Hopper and Redstone Lamp beams are raised by half a model pixel. The Piston
ram, head, rings and glow now share the exact centre of the blaster muzzle.
The Lepidopterran hybrid portrait now uses Alien Evolution's actual Lepidopterran
half rather than the Galvan portrait. Recipes, vial behaviour, powers, damage and
every other hybrid remain unchanged.

0.11.71: Raises the Hopper and Redstone Lamp beam origins by another one and a
half model pixels in both camera perspectives. The Piston ram now inherits the
complete fitted arm, forearm, hand and angled muzzle hierarchy used by the visible
blaster, keeping its shaft, rings, head and glow centred after every model rotation.
The six 3D DNA canisters replace their purple exterior trim with shared neutral
gunmetal steel; the coloured fluid and unique alien samples remain unchanged.
Mechanics, damage, recipes, acquisition and unrelated forms remain unchanged.

0.11.72: Raises the Hopper and Redstone Lamp beam origins by another three and a
half model pixels so their centres meet the illuminated module apertures. Every
registered DNA vial now uses the same blue rare-item name colour.
Circuit Breaker gains a stronger staged animation with a deep wind-up, visible
charged brace, forceful tick-23 strike, recoil and controlled recovery. It still
avoids all leg animation and body-part translation. Damage, timing, acquisition,
recipes, module handling and unrelated forms remain unchanged.

0.11.78: Removes the unfinished Piscciss Volann/Ripjaws hybrid and every related
resource, including its vial, recipe, archive card, selector/scanning state, test
subject, models, textures, render layers and transformation scripts. The archive
and DNA systems return to the six completed hybrids. The later narrow-corridor
Hopper targeting fix and all hybrid transformation head-spin fixes are retained.
