
Identity Fix (Morph) - NEW LOGO
Fixed Identity (Morph) for Forge and Fabric and NeoForge
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- Подписчики
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- Обновлён
- 19 августа 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 21 апреля 2025 г.
Identity (Forge, NeoForge and Fabric)
Need help or want to report a bug?
Join the Discord: https://discord.gg/2jRhTJgYz4
No Discord yet?
Download it here: https://discord.com/download
Modded entities are not guaranteed to work
Request compatibility here:
https://discord.com/channels/1363919699745837118/1475557710446592111
This project currently includes two versions of Identity.
Identity 1
Identity 1 is an unofficial maintenance port of the original Identity mod by Draylar.
It exists to keep the classic version playable on modern loaders, but it is no longer maintained.
It will remain available, but it will not receive further updates or fixes.
Identity 2
Identity 2 is a complete rewrite inspired by the original Identity concept.
It is built from the ground up with a new internal architecture focused on:
- Better compatibility with modern Minecraft versions
- Improved stability and synchronization
- Cleaner cross loader support
- Long term maintainability
All active development is now focused on Identity 2.
Supported Versions
Identity 1
- Forge 1.20.1
- Fabric 1.20.1 and 1.21.1
- NeoForge 1.21.1
Identity 2 - Fabric and NeoForge
- 26.2
- 1.21.11
- 1.21.1
- 1.20.1 (Forge)
Controls
Press # or G to open the identity menu.
Press V for primary ability and B for secondary ability.
Ченджлог
NeoForge-2.2Бета26.2 · 19 августа 2026 г.
Identity2 Public Changelog
2026-07-30
Release 2.2 for 26.2
- Ported to 26.2
- Note this build is still in beta, sulfur cubes' abilities haven't been implemented yet.
Release 2.2
- Fixed the packet issue
2026-05-26
Release 2.1.1
- Fixed unlock sync packets so variant data is sent as binary NBT instead of oversized string tokens, while keeping legacy unlock storage compatible.
- Added morph command variant support so
/identity morph <identity> [variant]can parse and validate variant NBT.
2026-04-29
Ability and Behavior Fixes
- Fixed and added several identity abilities and behavior hooks across supported branches.
- Restored Ender Dragon animation handling and destructive behavior.
- Fixed Iron Golem health synchronization.
- Fixed Ravager, Iron Golem, and Hoglin attack animations.
- Unlocked baby variants where supported.
- Restored sunlight burning damage behavior.
- Added Shulker teleportation and attack behavior.
- Added Guardian attack behavior.
- Added several additional ability fixes and behavior improvements.
Notes
- For the full changelog, check previous Discord posts.
2026-04-29
Porting and Build Work
- Finished the
1.20.1,1.20.4,1.20.5, and1.20.6branches so they now share the same compiled behavior set. - Ported the missing
1.21.10fixes and the current uncommitted1.21.10changes into the1.21.1compatibility line. - Created the
26.1.2migration branch and updated the Gradle/Loom setup for the Architectury26.1no-remap workflow.
Notes
- The
1.20.xbranches were repaired and pushed after compile verification. - The
1.21.1port now follows the tested1.21.10reference behavior as closely as possible on that version line. - The
26.1.2migration is a build-system update and still needs final dependency and toolchain cleanup before it can be treated as a release.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.4? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.4.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
Fabric-2.2Бета26.2 · 19 августа 2026 г.
Identity2 Public Changelog
2026-07-30
Release 2.2 for 26.2
- Ported to 26.2
- Note this build is still in beta, sulfur cubes' abilities haven't been implemented yet.
Release 2.2
- Fixed the packet issue
2026-05-26
Release 2.1.1
- Fixed unlock sync packets so variant data is sent as binary NBT instead of oversized string tokens, while keeping legacy unlock storage compatible.
- Added morph command variant support so
/identity morph <identity> [variant]can parse and validate variant NBT.
2026-04-29
Ability and Behavior Fixes
- Fixed and added several identity abilities and behavior hooks across supported branches.
- Restored Ender Dragon animation handling and destructive behavior.
- Fixed Iron Golem health synchronization.
- Fixed Ravager, Iron Golem, and Hoglin attack animations.
- Unlocked baby variants where supported.
- Restored sunlight burning damage behavior.
- Added Shulker teleportation and attack behavior.
- Added Guardian attack behavior.
- Added several additional ability fixes and behavior improvements.
Notes
- For the full changelog, check previous Discord posts.
2026-04-29
Porting and Build Work
- Finished the
1.20.1,1.20.4,1.20.5, and1.20.6branches so they now share the same compiled behavior set. - Ported the missing
1.21.10fixes and the current uncommitted1.21.10changes into the1.21.1compatibility line. - Created the
26.1.2migration branch and updated the Gradle/Loom setup for the Architectury26.1no-remap workflow.
Notes
- The
1.20.xbranches were repaired and pushed after compile verification. - The
1.21.1port now follows the tested1.21.10reference behavior as closely as possible on that version line. - The
26.1.2migration is a build-system update and still needs final dependency and toolchain cleanup before it can be treated as a release.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.4? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.4.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
NeoForge-2.2Релиз1.21.11 · 30 июля 2026 г.
Identity2 Public Changelog
2026-07-30
Release 2.2
- Fixed the packet issue
2026-05-26
Release 2.1.1
- Fixed unlock sync packets so variant data is sent as binary NBT instead of oversized string tokens, while keeping legacy unlock storage compatible.
- Added morph command variant support so
/identity morph <identity> [variant]can parse and validate variant NBT.
2026-04-29
Ability and Behavior Fixes
- Fixed and added several identity abilities and behavior hooks across supported branches.
- Restored Ender Dragon animation handling and destructive behavior.
- Fixed Iron Golem health synchronization.
- Fixed Ravager, Iron Golem, and Hoglin attack animations.
- Unlocked baby variants where supported.
- Restored sunlight burning damage behavior.
- Added Shulker teleportation and attack behavior.
- Added Guardian attack behavior.
- Added several additional ability fixes and behavior improvements.
Notes
- For the full changelog, check previous Discord posts.
2026-04-29
Porting and Build Work
- Finished the
1.20.1,1.20.4,1.20.5, and1.20.6branches so they now share the same compiled behavior set. - Ported the missing
1.21.10fixes and the current uncommitted1.21.10changes into the1.21.1compatibility line. - Created the
26.1.2migration branch and updated the Gradle/Loom setup for the Architectury26.1no-remap workflow.
Notes
- The
1.20.xbranches were repaired and pushed after compile verification. - The
1.21.1port now follows the tested1.21.10reference behavior as closely as possible on that version line. - The
26.1.2migration is a build-system update and still needs final dependency and toolchain cleanup before it can be treated as a release.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.4? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.4.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
Fabric-2.2Релиз1.21.11 · 30 июля 2026 г.
Identity2 Public Changelog
2026-07-30
Release 2.2
- Fixed the packet issue
2026-05-26
Release 2.1.1
- Fixed unlock sync packets so variant data is sent as binary NBT instead of oversized string tokens, while keeping legacy unlock storage compatible.
- Added morph command variant support so
/identity morph <identity> [variant]can parse and validate variant NBT.
2026-04-29
Ability and Behavior Fixes
- Fixed and added several identity abilities and behavior hooks across supported branches.
- Restored Ender Dragon animation handling and destructive behavior.
- Fixed Iron Golem health synchronization.
- Fixed Ravager, Iron Golem, and Hoglin attack animations.
- Unlocked baby variants where supported.
- Restored sunlight burning damage behavior.
- Added Shulker teleportation and attack behavior.
- Added Guardian attack behavior.
- Added several additional ability fixes and behavior improvements.
Notes
- For the full changelog, check previous Discord posts.
2026-04-29
Porting and Build Work
- Finished the
1.20.1,1.20.4,1.20.5, and1.20.6branches so they now share the same compiled behavior set. - Ported the missing
1.21.10fixes and the current uncommitted1.21.10changes into the1.21.1compatibility line. - Created the
26.1.2migration branch and updated the Gradle/Loom setup for the Architectury26.1no-remap workflow.
Notes
- The
1.20.xbranches were repaired and pushed after compile verification. - The
1.21.1port now follows the tested1.21.10reference behavior as closely as possible on that version line. - The
26.1.2migration is a build-system update and still needs final dependency and toolchain cleanup before it can be treated as a release.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.4? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.4.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
Fabric-2.2Релиз1.20.1 · 16 июля 2026 г.
Identity2 1.20.1 Public Changelog
2.2
- Fixed keep-inventory deaths removing equipped armor and held items.
- Improved baby and mob variant discovery, commands, menus, previews, unlocks, and autocomplete, including Tropical Fish variants.
- Fixed base forms such as Cow appearing locked after being unlocked and filtered transient entity data from variant saves.
- Removed variant reflection that depended on unobfuscated method names, improving production-client compatibility.
- Added live server-to-client config synchronization and an option to disable morph abilities.
- Fixed Shulker morphs blocking normal item use and block placement.
- Improved Strider movement and surfacing in lava.
- Fixed Creeper swelling visuals on NeoForge.
- Corrected flying and slow-falling identity detection and movement behavior.
- Improved Silverfish burrow vision and prevented small morphs from seeing caves through snow layers or nearby blocks.
- Fixed short-lived morph animations and restored continuous Squid and Glow Squid movement animation.
- Reduced repeated fish flop and morph ambient sounds.
- Adjusted riding height so small morphs do not sink into mounts or boats.
- Removed duplicate player drowning sounds when Blaze or Enderman morphs are hurt by water.
- Prevented mobs from targeting morphed Creative players.
- Increased Camel and Sniffer ability cooldowns.
- Added the missing Armadillo ability and reduced its movement animation speed by 50%.
- Fixed morph health scaling, stale attribute modifiers, excess hearts after respawning, and silent health loss while morphed.
- Reworked variant networking around server-owned references, bounded packet fragments, and dedicated-server tracking to prevent oversized packets and invalid client-submitted variant data.
- Improved unlock and variant synchronization across morphing, reconnecting, death, and respawn.
Warden burrowing remains intentionally unsupported.
1.3.4
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
1.3.1
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
Compatibility
- Replaced Identity2 client render interception in
EntityRenderDispatcherfrom@Redirectto@WrapOperation(MixinExtras) to reduce hard conflicts with mods patching the sameEntityRenderer.render(...)invoke. - Morph render path now safely falls back to the original render operation when no valid resolved identity renderer is available.
- Cleaned up
EntityRenderDispatcherMixinshadow usage as part of the render interception refactor.
Morph Stat / Combat Sync (Forge 1.20.1)
- Reworked player morph attribute syncing to copy supported attributes directly from the current identity instance (including modded attributes when present on both sides).
- Added centralized attribute sync/cleanup flow so morph stats are reapplied reliably after morph refreshes and cleared cleanly when returning to player form.
- Fixed flying morph wall/ceiling false-positive damage by ignoring in-wall suffocation checks for fly-capable identities.
- Disabled fall damage for fly-capable player morphs to prevent unintended damage while airborne.
- Kept unarmed attack path routed through identity attack logic, with held-item attacks still using normal player attack flow.
Notes
- Tide
2.0.3(bTaXAgQ8) still uses a hard@Redirecton the same invoke, so final compatibility can still depend on mixin application order. - If needed, the next fallback is moving Identity2 interception earlier to
EntityRenderDispatcher.render(...)@Inject(HEAD, cancellable = true)with guarded re-dispatch.
Side note
Don't forget to check out my new channel https://discord.com/channels/1363919699745837118/1483554094495961100 to see what the status of the mod is. Also, I'll be hosting a server with a random modpack that yall choose. Get the @MinecraftServer role in the discord to vote for the modpack and get updates about the server. The server will be up in a few weeks, so stay tuned!
2026-03-18
Highlights
- Custom Attribute system re-ported from
1.21.11. - Apotheosis compatibility added (alpha).
- Default config changed to disable the progression system for more casual players.
Fixes / Adjustments
- Fixed issues mentioned by Alex.
- Rewired attack behavior so identity attack is used when no item is selected.
- This attack rewiring still needs more tuning and is not fully behaving as intended yet.
2026-03-16
Highlights
- Restored animation playback for a wide range of morphs instead of leaving them visually static.
- Improved Forge stability so the mod starts correctly and no longer disconnects on certain animated morphs.
Fixes
- Fixed missing morph animations for many identities, including Ravager, Warden, Naturalist mobs, and many Alex's Mobs identities such as crocodile, gorilla, emu, and tasmanian_devil.
- Fixed client-side morph state syncing so attack, hurt, movement, and other visual animations update correctly.
- Fixed morphs failing to initialize tracked animation data correctly when joining a world or changing form.
- Fixed a Forge startup crash in published builds caused by the production mixin/refmap configuration not being packaged correctly.
- Fixed a Forge disconnect caused by animated morphs receiving Citadel animation packets on the player entity instead of the morph identity.
- Fixed Forge startup/runtime dependency issues affecting MidnightLib, GeckoLib, and related Forge development/runtime compatibility.
Added / Improved Behavior
- Illager morphs can now ride Ravagers.
- Ravager morphs now have a roar-based rage ability for nearby knockback behavior, closer to the Ravager shield-stun rage burst.
2026-03-03
Known Issues
- Player skin sync is currently bugged: you will see your own correct skin locally, but other players on the server may see the default Steve skin instead.
- A fix for this skin sync issue is planned in an upcoming update.
Added Entity Abilities
- Naturalist: bear.
- Alex's Mobs: anaconda, bald_eagle, bone_serpent, cockroach, crimson_mosquito, crocodile, crow, dropbear, elephant, emu, enderiophage, fly, giant_squid, gorilla, grizzly_bear, guster, hummingbird, kangaroo, komodo_dragon, mimicube, moose, orca, raccoon, rattlesnake, roadrunner, skunk, snow_leopard, soul_vulture, spectre, sunbird, tarantula_hawk, tasmanian_devil, tiger, void_worm, warped_mosco.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.1? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.1.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
Forge-2.2Релиз1.20.1 · 16 июля 2026 г.
Identity2 1.20.1 Public Changelog
2.2
- Fixed keep-inventory deaths removing equipped armor and held items.
- Improved baby and mob variant discovery, commands, menus, previews, unlocks, and autocomplete, including Tropical Fish variants.
- Fixed base forms such as Cow appearing locked after being unlocked and filtered transient entity data from variant saves.
- Removed variant reflection that depended on unobfuscated method names, improving production-client compatibility.
- Added live server-to-client config synchronization and an option to disable morph abilities.
- Fixed Shulker morphs blocking normal item use and block placement.
- Improved Strider movement and surfacing in lava.
- Fixed Creeper swelling visuals on NeoForge.
- Corrected flying and slow-falling identity detection and movement behavior.
- Improved Silverfish burrow vision and prevented small morphs from seeing caves through snow layers or nearby blocks.
- Fixed short-lived morph animations and restored continuous Squid and Glow Squid movement animation.
- Reduced repeated fish flop and morph ambient sounds.
- Adjusted riding height so small morphs do not sink into mounts or boats.
- Removed duplicate player drowning sounds when Blaze or Enderman morphs are hurt by water.
- Prevented mobs from targeting morphed Creative players.
- Increased Camel and Sniffer ability cooldowns.
- Added the missing Armadillo ability and reduced its movement animation speed by 50%.
- Fixed morph health scaling, stale attribute modifiers, excess hearts after respawning, and silent health loss while morphed.
- Reworked variant networking around server-owned references, bounded packet fragments, and dedicated-server tracking to prevent oversized packets and invalid client-submitted variant data.
- Improved unlock and variant synchronization across morphing, reconnecting, death, and respawn.
Warden burrowing remains intentionally unsupported.
1.3.4
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
1.3.1
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
Compatibility
- Replaced Identity2 client render interception in
EntityRenderDispatcherfrom@Redirectto@WrapOperation(MixinExtras) to reduce hard conflicts with mods patching the sameEntityRenderer.render(...)invoke. - Morph render path now safely falls back to the original render operation when no valid resolved identity renderer is available.
- Cleaned up
EntityRenderDispatcherMixinshadow usage as part of the render interception refactor.
Morph Stat / Combat Sync (Forge 1.20.1)
- Reworked player morph attribute syncing to copy supported attributes directly from the current identity instance (including modded attributes when present on both sides).
- Added centralized attribute sync/cleanup flow so morph stats are reapplied reliably after morph refreshes and cleared cleanly when returning to player form.
- Fixed flying morph wall/ceiling false-positive damage by ignoring in-wall suffocation checks for fly-capable identities.
- Disabled fall damage for fly-capable player morphs to prevent unintended damage while airborne.
- Kept unarmed attack path routed through identity attack logic, with held-item attacks still using normal player attack flow.
Notes
- Tide
2.0.3(bTaXAgQ8) still uses a hard@Redirecton the same invoke, so final compatibility can still depend on mixin application order. - If needed, the next fallback is moving Identity2 interception earlier to
EntityRenderDispatcher.render(...)@Inject(HEAD, cancellable = true)with guarded re-dispatch.
Side note
Don't forget to check out my new channel https://discord.com/channels/1363919699745837118/1483554094495961100 to see what the status of the mod is. Also, I'll be hosting a server with a random modpack that yall choose. Get the @MinecraftServer role in the discord to vote for the modpack and get updates about the server. The server will be up in a few weeks, so stay tuned!
2026-03-18
Highlights
- Custom Attribute system re-ported from
1.21.11. - Apotheosis compatibility added (alpha).
- Default config changed to disable the progression system for more casual players.
Fixes / Adjustments
- Fixed issues mentioned by Alex.
- Rewired attack behavior so identity attack is used when no item is selected.
- This attack rewiring still needs more tuning and is not fully behaving as intended yet.
2026-03-16
Highlights
- Restored animation playback for a wide range of morphs instead of leaving them visually static.
- Improved Forge stability so the mod starts correctly and no longer disconnects on certain animated morphs.
Fixes
- Fixed missing morph animations for many identities, including Ravager, Warden, Naturalist mobs, and many Alex's Mobs identities such as crocodile, gorilla, emu, and tasmanian_devil.
- Fixed client-side morph state syncing so attack, hurt, movement, and other visual animations update correctly.
- Fixed morphs failing to initialize tracked animation data correctly when joining a world or changing form.
- Fixed a Forge startup crash in published builds caused by the production mixin/refmap configuration not being packaged correctly.
- Fixed a Forge disconnect caused by animated morphs receiving Citadel animation packets on the player entity instead of the morph identity.
- Fixed Forge startup/runtime dependency issues affecting MidnightLib, GeckoLib, and related Forge development/runtime compatibility.
Added / Improved Behavior
- Illager morphs can now ride Ravagers.
- Ravager morphs now have a roar-based rage ability for nearby knockback behavior, closer to the Ravager shield-stun rage burst.
2026-03-03
Known Issues
- Player skin sync is currently bugged: you will see your own correct skin locally, but other players on the server may see the default Steve skin instead.
- A fix for this skin sync issue is planned in an upcoming update.
Added Entity Abilities
- Naturalist: bear.
- Alex's Mobs: anaconda, bald_eagle, bone_serpent, cockroach, crimson_mosquito, crocodile, crow, dropbear, elephant, emu, enderiophage, fly, giant_squid, gorilla, grizzly_bear, guster, hummingbird, kangaroo, komodo_dragon, mimicube, moose, orca, raccoon, rattlesnake, roadrunner, skunk, snow_leopard, soul_vulture, spectre, sunbird, tarantula_hawk, tasmanian_devil, tiger, void_worm, warped_mosco.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.1? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.1.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
Fabric-2.2.1Релиз1.21.1 · 15 июля 2026 г.
Identity2 Public Changelog
1.3.4
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
1.3.1
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
Compatibility
- Replaced Identity2 client render interception in
EntityRenderDispatcherfrom@Redirectto@WrapOperation(MixinExtras) to reduce hard conflicts with mods patching the sameEntityRenderer.render(...)invoke. - Morph render path now safely falls back to the original render operation when no valid resolved identity renderer is available.
- Cleaned up
EntityRenderDispatcherMixinshadow usage as part of the render interception refactor.
Morph Stat / Combat Sync (Forge 1.20.1)
- Reworked player morph attribute syncing to copy supported attributes directly from the current identity instance (including modded attributes when present on both sides).
- Added centralized attribute sync/cleanup flow so morph stats are reapplied reliably after morph refreshes and cleared cleanly when returning to player form.
- Fixed flying morph wall/ceiling false-positive damage by ignoring in-wall suffocation checks for fly-capable identities.
- Disabled fall damage for fly-capable player morphs to prevent unintended damage while airborne.
- Kept unarmed attack path routed through identity attack logic, with held-item attacks still using normal player attack flow.
Notes
- Tide
2.0.3(bTaXAgQ8) still uses a hard@Redirecton the same invoke, so final compatibility can still depend on mixin application order. - If needed, the next fallback is moving Identity2 interception earlier to
EntityRenderDispatcher.render(...)@Inject(HEAD, cancellable = true)with guarded re-dispatch.
Side note
Don't forget to check out my new channel https://discord.com/channels/1363919699745837118/1483554094495961100 to see what the status of the mod is. Also, I'll be hosting a server with a random modpack that yall choose. Get the @MinecraftServer role in the discord to vote for the modpack and get updates about the server. The server will be up in a few weeks, so stay tuned!
2026-03-18
Highlights
- Custom Attribute system re-ported from
1.21.11. - Apotheosis compatibility added (alpha).
- Default config changed to disable the progression system for more casual players.
Fixes / Adjustments
- Fixed issues mentioned by Alex.
- Rewired attack behavior so identity attack is used when no item is selected.
- This attack rewiring still needs more tuning and is not fully behaving as intended yet.
2026-03-16
Highlights
- Restored animation playback for a wide range of morphs instead of leaving them visually static.
- Improved Forge stability so the mod starts correctly and no longer disconnects on certain animated morphs.
Fixes
- Fixed missing morph animations for many identities, including Ravager, Warden, Naturalist mobs, and many Alex's Mobs identities such as crocodile, gorilla, emu, and tasmanian_devil.
- Fixed client-side morph state syncing so attack, hurt, movement, and other visual animations update correctly.
- Fixed morphs failing to initialize tracked animation data correctly when joining a world or changing form.
- Fixed a Forge startup crash in published builds caused by the production mixin/refmap configuration not being packaged correctly.
- Fixed a Forge disconnect caused by animated morphs receiving Citadel animation packets on the player entity instead of the morph identity.
- Fixed Forge startup/runtime dependency issues affecting MidnightLib, GeckoLib, and related Forge development/runtime compatibility.
Added / Improved Behavior
- Illager morphs can now ride Ravagers.
- Ravager morphs now have a roar-based rage ability for nearby knockback behavior, closer to the Ravager shield-stun rage burst.
2026-03-03
Known Issues
- Player skin sync is currently bugged: you will see your own correct skin locally, but other players on the server may see the default Steve skin instead.
- A fix for this skin sync issue is planned in an upcoming update.
Added Entity Abilities
- Naturalist: bear.
- Alex's Mobs: anaconda, bald_eagle, bone_serpent, cockroach, crimson_mosquito, crocodile, crow, dropbear, elephant, emu, enderiophage, fly, giant_squid, gorilla, grizzly_bear, guster, hummingbird, kangaroo, komodo_dragon, mimicube, moose, orca, raccoon, rattlesnake, roadrunner, skunk, snow_leopard, soul_vulture, spectre, sunbird, tarantula_hawk, tasmanian_devil, tiger, void_worm, warped_mosco.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.1? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.1.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
NeoForge-2.2.1Релиз1.21.1 · 15 июля 2026 г.
Identity2 Public Changelog
1.3.4
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
1.3.1
Gameplay Fixes (Forge 1.20.1)
- Fixed
killToUnlockenforcement so kill-based unlock progression now blocks locked identities consistently in the morph menu, morph packet handling, and command suggestions/validation. - Fixed riding/crawling duplicate morph visuals by suppressing previous-identity transition rendering while the host is mounted or in the swimming/crawling pose.
- Fixed false corner/side suffocation for morphed players by requiring real collision-box overlap with a suffocating block shape before treating the morph as inside a wall.
- Removed broken generic player sync for raw
Attributes.MOVEMENT_SPEED, which was making many morphs dramatically too fast because mob movement-speed values are not directly compatible with player movement. - Kept the newer generic attribute sync for other supported attributes, but movement speed now stays on the stable player path until a dedicated morph-speed mapping is introduced.
Compatibility
- Replaced Identity2 client render interception in
EntityRenderDispatcherfrom@Redirectto@WrapOperation(MixinExtras) to reduce hard conflicts with mods patching the sameEntityRenderer.render(...)invoke. - Morph render path now safely falls back to the original render operation when no valid resolved identity renderer is available.
- Cleaned up
EntityRenderDispatcherMixinshadow usage as part of the render interception refactor.
Morph Stat / Combat Sync (Forge 1.20.1)
- Reworked player morph attribute syncing to copy supported attributes directly from the current identity instance (including modded attributes when present on both sides).
- Added centralized attribute sync/cleanup flow so morph stats are reapplied reliably after morph refreshes and cleared cleanly when returning to player form.
- Fixed flying morph wall/ceiling false-positive damage by ignoring in-wall suffocation checks for fly-capable identities.
- Disabled fall damage for fly-capable player morphs to prevent unintended damage while airborne.
- Kept unarmed attack path routed through identity attack logic, with held-item attacks still using normal player attack flow.
Notes
- Tide
2.0.3(bTaXAgQ8) still uses a hard@Redirecton the same invoke, so final compatibility can still depend on mixin application order. - If needed, the next fallback is moving Identity2 interception earlier to
EntityRenderDispatcher.render(...)@Inject(HEAD, cancellable = true)with guarded re-dispatch.
Side note
Don't forget to check out my new channel https://discord.com/channels/1363919699745837118/1483554094495961100 to see what the status of the mod is. Also, I'll be hosting a server with a random modpack that yall choose. Get the @MinecraftServer role in the discord to vote for the modpack and get updates about the server. The server will be up in a few weeks, so stay tuned!
2026-03-18
Highlights
- Custom Attribute system re-ported from
1.21.11. - Apotheosis compatibility added (alpha).
- Default config changed to disable the progression system for more casual players.
Fixes / Adjustments
- Fixed issues mentioned by Alex.
- Rewired attack behavior so identity attack is used when no item is selected.
- This attack rewiring still needs more tuning and is not fully behaving as intended yet.
2026-03-16
Highlights
- Restored animation playback for a wide range of morphs instead of leaving them visually static.
- Improved Forge stability so the mod starts correctly and no longer disconnects on certain animated morphs.
Fixes
- Fixed missing morph animations for many identities, including Ravager, Warden, Naturalist mobs, and many Alex's Mobs identities such as crocodile, gorilla, emu, and tasmanian_devil.
- Fixed client-side morph state syncing so attack, hurt, movement, and other visual animations update correctly.
- Fixed morphs failing to initialize tracked animation data correctly when joining a world or changing form.
- Fixed a Forge startup crash in published builds caused by the production mixin/refmap configuration not being packaged correctly.
- Fixed a Forge disconnect caused by animated morphs receiving Citadel animation packets on the player entity instead of the morph identity.
- Fixed Forge startup/runtime dependency issues affecting MidnightLib, GeckoLib, and related Forge development/runtime compatibility.
Added / Improved Behavior
- Illager morphs can now ride Ravagers.
- Ravager morphs now have a roar-based rage ability for nearby knockback behavior, closer to the Ravager shield-stun rage burst.
2026-03-03
Known Issues
- Player skin sync is currently bugged: you will see your own correct skin locally, but other players on the server may see the default Steve skin instead.
- A fix for this skin sync issue is planned in an upcoming update.
Added Entity Abilities
- Naturalist: bear.
- Alex's Mobs: anaconda, bald_eagle, bone_serpent, cockroach, crimson_mosquito, crocodile, crow, dropbear, elephant, emu, enderiophage, fly, giant_squid, gorilla, grizzly_bear, guster, hummingbird, kangaroo, komodo_dragon, mimicube, moose, orca, raccoon, rattlesnake, roadrunner, skunk, snow_leopard, soul_vulture, spectre, sunbird, tarantula_hawk, tasmanian_devil, tiger, void_worm, warped_mosco.
2026-03-02
Highlights
- New option:
unlockAllVariantsOnFirstUnlock(unlocking an identity can unlock all its variants). - Spider and Cave Spider identities now move normally through cobwebs.
- Variant unlocks are now more consistent and reliable.
- Better automatic variant detection for more mobs.
Fixes
- Fixed an issue where returning to human could leave you with very low hearts after tiny morphs (like salmon).
- Improved overall morph stability in gameplay.
2026-02-26
Respawn Progression Sync Fix
Fixes
- Added a proper custom data merge from the old player entity to the new respawned entity.
- Rebuilt the unlock cache on respawn and forced a fresh packet sync.
- Synced both
identity2.unlocked_identities_cacheandidentity2.unlocked_identity_variants_cacheafter respawn so the client UI stays aligned with server progression data.
Why this was needed
- Unlocks could appear to reset after death or respawn even though the data still existed server side.
- The morph UI reads cached values, so stale or missing cache sync could show an empty unlock list.
2026-02-25
Important
Is this 1.20.1? Yes.
Is it stable? It should be, but it is still in beta.
This build is currently available only for 1.20.1.
Other versions will be re released shortly.
New in this update
- Variant support has been heavily improved for both vanilla and modded mobs.
- The game now attempts to automatically discover variant types instead of relying only on hardcoded lists.
- Morph variant data is now saved and applied generically, improving compatibility with special mob forms.
- Variant entries are deduplicated, preventing repeated forms in the UI.
- Illusioner abilities are now fully integrated into the morph system.
- Removed an accidental duplicate mixin.
Fixes
- Fixed Ender Dragon dying when morphing into it.
- Fixed missing config file generation.
- Fixed entities not being properly immune in Creative mode.
- Fixed entities slowly descending when not holding the jump key.
- Began addressing the
loseAllMorphsOnDeathissue. This fix is still in progress and remains in beta.
What this means for players
- More mobs should correctly display their different forms in the morph UI.
- Modded mobs with multiple forms are now far more likely to work without custom integration.
- Existing vanilla variants such as sheep colors and other known forms continue to function properly.
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