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Origins of Life
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Find fossils and primordial soup deep underground. Clean your fossils and throw them in the soup to generate random mobs!
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About
Description
Origins of Life
A mod about procedurally generated creatures using the DNA and fossil remains of long ago.
Download on CurseForge
Features
Fossils
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.

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

Clean Fossils
Fossils can be cleaned off by right-clicked a cauldron filled with water.
Regrow the Mobs of the Past
If you throw your cleaned off fossils in a pool of primordial soup, it will eventually transform into a random creature!
Change Creatures while they are forming in the soup!
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!
- Throw an item in the tag
fossil_speed_itemsto reduce the time that it takes for the creature to form- Default items are:
- Sugar
- Sugar Cane
- Redstone
- Redstone Block (note that the time reduced is the same as using a single dust)
- Throw an item in the tag
fossil_player_behavior_aggressiveto make the resulting creature aggressive- Default items are:
- All Swords
- Throw an item in the tag
fossil_player_behavior_neutralto make the resulting creature neutral- Default items are:
- All flowers
- All leaves
- Throw an item in the tag
fossil_player_behavior_afraidto make the resulting creature afraid of players- Default items are:
- All Amethyst related items
- Ender pearl
- Eye of Ender
- Slime Ball
- Chorus Fruit
- Throw any dye in the soup to make the creature the color of that dye
- This is a way to get colors that are normally not possible
Capture your new creature in a cage!

Display Case
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.

Cloning
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.
Magnifying Glass
Craft a magnifying glass to be able to display stats about your creature. (It works with creatures in display cases as well!)

Breeding
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:
- It selects a random model from a parent
- It selects random behaviors from the parents
- It selects random colors (or averages them, see breeding configs)
- It averages attribute values +/- a random percentage
- It selects random animation data between the parents, with small changes
Configurations
Some features of how a creature is generated (and a few other aspects of the mod) can be configured:
General
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 time
Creature Generation
top_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 AARRGGBB
Breeding
average_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 one
Creature Information
Currently, only aquatic creatures are implemented. This means that every time you spawn a new random creature, it will have to live underwater.
Body
Creatures currently can have up to 10 body segments. These body segments get progressively smaller and all have the same texture.
Decorations
There are currently a few decorations implemented:
- Eyes
- Creatures can either have one big eye, or two smaller eyes
- Top Fins
- These fins go on the top of the body
- Side Fins
- These are on the side of body segments, and animate when swimming
- Tails
- These are at the end of the body, and animate up and down for swimming
Color
Creatures will get a random color for their body, and also a random color for their eyes.
Animations
Some creatures can have different animations. Currently, this includes:
- Speed of the swim animation
- Direction of the swim animation (either horizontal or vertical)
Behavior
All creatures have some of their behavior randomly generated. Currently implemented behaviors:
- Player attitude
- Neural (ignore the player)
- Aggressive (attack the player)
- Afraid (run away from the player)
Creature Gallery

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