OSMOSIAN EVOLUTION 0.11.79 — FABRIC 1.20.1

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has been replaced by a stable articulated shoulder/upper-arm/forearm/hand chain, and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 0.16.10 or newer
- Fabric API 0.92.0 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.
- The six active hybrid vials use shaped 3x3 recipes with a Glass Bottle in the centre.
  The DNA Tablet lists the current layouts. Vial use requires the Osmosian power
  and the purchased DNA Absorption unlock; each successful use consumes one vial.
- 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.

0.11.53 ALIEN EVO VISUAL-LANGUAGE PASS
- Galvanic Mechamorph's partial anatomy uses fitted pieces of Alien Evo's native
  Prototype geometry with its exact 128x128 base and emissive texture atlases.
- Every DNA portrait keeps the shared Steve left half and uses the corresponding
  exact Alien Evo playlist portrait half on the right.
- Tetramand and Galvanic Mechamorph move entries use Alien Evo ability artwork.
  Galvanic Mechamorph Collapse uses the standard DNA Collapse icon.
- Electric and Matter artwork, gameplay, statistics, resistances, recipes,
  integrations and move behaviour are unchanged.

0.11.54 MECHAMORPH FIT AND CIRCUIT BREAKER FIX
- The native Alien Evo Prototype right arm is unchanged.
- White chest/neck and foot pieces are replaced by slim charcoal living-tech
  plating with green circuitry; the half-mask now has one clear green eye.
- Circuit Breaker's Storm icon and both in-world pulse layers use the Prototype
  green palette; the blue-white spark particles are removed.
- Circuit Breaker uses a right-arm discharge pose with a restrained torso/head
  brace. It never translates or animates either leg and does not hand-slam.
- Circuit Breaker gameplay and Technological Integration are unchanged.

0.11.55 NATIVE PALETTE AND CIRCUIT BREAKER IMPACT
- Slim fitted geometry now uses Alien Evo's sampled Prototype charcoal,
  white/pale-silver/blue-grey and green colour roles by body section.
- The head stays charcoal; the shoulder/chest and leg gain layered native-style
  silver panels. Fine broken circuit branches replace the oversized leg stripe.
- Circuit Breaker lasts 38 ticks: charge, held brace, tick-23 discharge, recoil,
  recovery and two fading green ground rings. A low explosion sound adds weight.
- Damage, radius, knockback, disruption, cooldown and leg-safe posing are unchanged.
- Technological Integration remains unchanged for its dedicated polish pass.
- Only the six DNA vials with implemented hybrids retain crafting recipes. All
  other DNA vial items remain registered and can still be obtained with /give.

0.11.56 NATIVE MECHAMORPH HYBRID REBUILD
- Galvanic Mechamorph's right arm, chest, neck, lower torso and full right leg
  now reuse fitted Alien Evo Prototype geometry and its native 128px atlases.
- The human right leg and overlay are hidden at the leg-growth stage; the native
  Prototype thigh, calf and foot are the entire visible replacement leg.
- Arm Y compression is relaxed from 60% to 64% to close the hand seam without
  changing the native hierarchy, rotations or UV faces.
- The fitted custom half-mask remains, with a circular lime ring and black pupil
  aligned to the normal player eye line.
- Circuit Breaker, Technological Integration, stats, resistances, recipes and
  all other hybrid forms remain unchanged.

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

0.11.57 SCREENSHOT-DIRECTED MECHAMORPH FIT
- The native chest growth is confined to the upper Mechamorph half of the torso and retains visible front and back surfaces.
- The ring eye is lowered to the marked position; the charcoal growth wraps more clearly across the outer side of the head.
- The complete replacement leg is widened outward from 2.7 to 3.6 model units without changing its joints, length, foot height or animation pivots.
- The right arm, Circuit Breaker, Technological Integration, statistics, resistances, recipes and every other hybrid remain unchanged.

0.11.58 MECHAMORPH CONNECTION AND HEAD MATERIAL
- A small native-palette silver underlay closes the front/side collar openings visible in third-person close-ups.
- The lower torso remains human and the wider replacement leg is unchanged.
- The fitted head half now uses Alien Evo Prototype charcoal values and block-shaped surface variation instead of the previous dotted black field.
- The lowered circular green eye, black pupil, human head half, right arm, moves, statistics, resistances and all other hybrids remain unchanged.

0.11.59 COLLAR SILHOUETTE AND LEG GROUNDING
- The visible full-width collar bar is replaced by three targeted plugs: one concealed neck backing, one shallow front patch and one thin side patch.
- No filler now spans the back, and the filler texture has no stripe or border.
- The replacement Mechamorph leg is lengthened around its fixed Y=12 hip anchor so the foot reaches Y=0 without translating the hip or changing width.
- Head treatment, native arm, moves, statistics, resistances, recipes and every other hybrid remain unchanged.

0.11.60 CLOSED AND CIRCUIT-BEARING MECHAMORPH HEAD
- Front, side, crown and back head shells overlap to close all four outer corners.
- A fifth shell fills only the Galvanic Mechamorph half of the head underside.
- Broken native-green base/emissive circuits now cross the side, top, back and bottom.
- The circular eye, human half, collar silhouette, grounded leg, native arm, moves, statistics, resistances and all other hybrids remain unchanged.

0.11.61 COLLAR JUNCTION AND LAYERED HALF-HEAD
- The blank upper chest strip now carries a shallow dark/silver living-tech rail with a short green emissive circuit and integration node.
- A 0.16-unit outer temple plate and compact outer jaw plate break up the flat head surfaces without making the hybrid head bulky.
- Both plates use native charcoal tiers and dedicated green emissive nodes.
- Eye, human half, closed underside/corners, collar plugs, grounded leg, native arm, abilities, statistics and every other hybrid are unchanged.

0.11.62 LOW-ANGLE COLLAR JUNCTION
- A dedicated underside face now fills the circled collar/shoulder opening visible from low camera angles.
- The new panel uses a dark Mechamorph surface, native-silver rim and broken green emissive circuit with two integration nodes.
- It ends before the rear torso so no metallic shelf appears across the back.
- Osmosian Evolution contains no player-skin change ability or Minecraft player-texture override. If Minecraft falls back to Steve/Alex while logging authentication, DNS or invalid texture-signature errors, restore access to Mojang's authentication services and relaunch.
- Head, eye, human half, native arm, grounded leg, abilities, statistics, recipes and every other hybrid are unchanged.

0.11.63 NATIVE-GEOMETRY NECK REBUILD
- Removes the stacked axis-aligned collar plugs and accent rails from rendering.
- Widens the actual rotated native half-neck towards the alien shoulder while keeping the human-side edge fixed.
- Rebuilds the backing from an inset copy of that fitted Alien Evo chest and neck geometry.
- Dark Prototype-style tissue fills only the native texture's transparent openings; no silver bar or shelf remains.
- Head, circular eye, human half, native arm, grounded leg, abilities, statistics, recipes and every other hybrid are unchanged.

0.11.64 REAR-NECK AND HAND-SEAM FIX
- Locks the accepted front neck plane, position and native UVs unchanged.
- Tapers only the rear neck/upper-back junction using the same fitted native rotations.
- Replaces the broad rear ending with a narrower, slightly lower overlapping cap.
- Adds the missing opaque top face to the fitted hand joint using native Prototype tissue.
- Head, eye, front chest, exterior limb shapes, powers, statistics, recipes and every other hybrid are unchanged.

0.11.65 TECHNO TENDRIL AND INTEGRATION VISUAL REWORK
- Rebuilds Techno Tendril as six tapered segments, five joints, an emissive core and a three-pronged tip.
- Adds a held coil, launch snap, recoil overshoot, retraction and staged black/green audiovisual feedback.
- Retains the Tendril's 7 damage, 6-block range and 4-second cooldown.
- Rebuilds all six integration forms on the fitted hand/forearm hierarchy so their casing follows the corrected hand.
- Replaces exposed vanilla block textures with unique black plating and green emissive upgrade circuitry.
- Adds a 12-tick module-operation recoil pose; module mechanics and safe item ejection are unchanged.
- Galvanic Mechamorph body geometry, stats, recipes, DNA Archive and every other hybrid are unchanged.

0.11.66 INTEGRATION INPUT HOTFIX AND TENDRIL RANGE
- Removes the competing hidden right-click recoil timer so module-use input reaches the server ability reliably.
- Keeps all six 0.11.65 black-and-green module models and functions unchanged.
- Increases Techno Tendril range from 6 to 8 blocks without changing 7 damage or the 4-second cooldown.
- Extends the visible Tendril to eight tapered segments, seven joints and a matching longer emissive core.
- Hybrid body geometry, statistics, recipes, archive content and every other power are unchanged.

0.11.67 INTEGRATED WEAPON ATTACK REVAMP
- Dispenser Cannon fires a short layered black-and-green Palladium bolt with recoil, muzzle flash and impact feedback.
- Piston Gauntlet winds up and projects a visible four-and-a-half-block living-tech ram before impact and recoil.
- Hopper Gravity Funnel channels a three-strand Palladium tractor beam for sixteen ticks and pulls valid entities and loose items throughout the channel.
- Redstone Lamp Photon Projector uses a continuous layered Palladium laser while retaining its controlled damage ticks and eighteen-block range.
- Note Block Resonance Cannon and Observer Targeting Array are unchanged.
- Attack lines are no longer drawn from particle chains; particles are limited to small muzzle and impact details.
- All visuals are driven from server attack tags and hidden tag-only timers. Integration still has exactly one right-click input consumer.
- Module damage, Observer bonus, cooldown handling, safe item return, body model, stats, recipes, archive content and every other hybrid are unchanged.

0.11.68 INTEGRATED WEAPON ALIGNMENT POLISH
- Dispenser Cannon now launches a fast one-shot Palladium energy blast instead of drawing a continuous beam.
- Piston Gauntlet holds a forward braced pose while its physical ram performs a straight shove; the old uppercut sweep and excess vertical lift are removed.
- Redstone Lamp Photon Projector lasts forty ticks instead of twenty-four while retaining nine total damage and its eighteen-block reach.
- Lamp and Hopper beam origins are lowered and centred on their actual model apertures in first and third person.
- Hopper uses three visible laser-based tractor layers instead of the lightning renderer that could disappear.
- Note Block, Observer, cooldown handling, single right-click input, safe item return, body model, stats, recipes and every other hybrid are unchanged.

0.11.69 HAND-ORIGIN WEAPON FIX
- Removes the integrated attack arm animation entirely, including all four hidden pose timers.
- Piston's living-tech ram extends straight from the normal transformed hand; the player arm no longer swings or braces.
- Dispenser bypasses Palladium's eye-height projectile origin and creates its visual blast at a calculated right-hand position.
- Hopper and Redstone Lamp use normal-hand beam offsets with no recoil, sway or aiming pose.
- Damage, ranges, Lamp's forty-tick channel, cooldowns, Observer bonus, safe item return, body model, recipes and every other hybrid are unchanged.

0.11.70 3D DNA SPECIMEN CANISTERS AND FINAL WEAPON ALIGNMENT
- Replaces the six implemented hybrid vial sprites with framed 3D Osmosian specimen canisters.
- Each transparent chamber contains unique sample geometry: Pyronite ember, Petrosapien crystal, Kineceleran lightning, Lepidopterran droplet and spores, Tetramand DNA strand or Galvanic Mechamorph circuit core.
- Adds dedicated GUI, dropped-item and first/third-person transforms so the canisters remain readable everywhere they render.
- Corrects the Lepidopterran hybrid portrait to use Alien Evolution's actual alien-7 Lepidopterran half instead of the alien-5 Galvan half.
- Raises the Hopper and Redstone Lamp beams by half a model pixel in both camera perspectives.
- Centres every solid and glowing Piston ram component on the blaster's actual muzzle.
- Recipes, acquisition, one-use behaviour, powers, damage, cooldowns and all unrelated forms remain unchanged.

0.11.71 TRUE-MUZZLE ALIGNMENT AND NEUTRAL CANISTER FRAME
- Raises Hopper and Redstone Lamp beam origins by a further 1.5 model pixels in first and third person.
- Parents the Piston ram to the complete fitted arm/forearm/hand hierarchy and the blaster's own angled muzzle axis.
- Keeps every solid and emissive ram component centred after the same rotations used by the visible module.
- Recolours all six canister caps, rails and stabiliser bands from purple to shared neutral gunmetal steel.
- Keeps each canister's coloured fluid, unique specimen, camera transforms and one-use DNA behaviour unchanged.
- Damage, ranges, cooldowns, recipes, safe module return and unrelated forms are unchanged.

0.11.72 PROJECTOR HEIGHT AND CIRCUIT BREAKER REVAMP
- Raises Hopper and Redstone Lamp beam origins by another 3.5 model pixels in first and third person so the beams meet the glowing projector openings.
- Gives every registered DNA vial the same blue rare-item display-name colour, including inactive vials retained for `/give`.
- Rebuilds Circuit Breaker's pose into a deep wind-up, charged torso brace, forceful tick-23 strike, recoil and recovery.
- Keeps Circuit Breaker free of leg animation and body-part translation; its duration, damage and gameplay timing are unchanged.
- Recipes, acquisition, module attacks, safe item return and unrelated forms are unchanged.

0.11.78 RIPJAWS REMOVAL AND PRESERVED HYBRID FIXES
- Completely removes the unfinished Piscciss Volann/Ripjaws hybrid, vial, recipe, archive/selection/scanning data, test subject and visual resources.
- Restores the DNA Archive, DNA mask and hybrid selection systems to the six completed hybrids.
- Preserves the narrow Hopper beam-corridor targeting fix so only entities intersecting the visible beam are pulled.
- Preserves vanilla head tracking throughout every hybrid transformation so the rapid head-spin bug remains fixed.
- Changes no completed hybrid statistics, recipes, models, attacks or acquisition behaviour.
