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1. Use the "Niches" population control option instead of "On" or "Off".
The niches population control set a food efficiency type per food type instead of a global food efficiency rate. More creatures eating the same food causes that types efficiency to decrease whereas no or little creatures eating a food type causes that food types efficiency to increase.
If you have only herbivores around they will gradually become less succesfull whereas meat will because more advantageous. This stimulates the evolution of carnivores.
2. Set the fertility rate low or gradually lower it while your creatures evolve.
Having a lot of plants around tends to generate herbivores (As there are no shortages of that food type). Lowering fertility generates less plants which causes creatures to look for other food types. Also, starvation causes corpses, which contain meat and thus might stimulate a creature to take a bite.
Did you check the clade diagram \ map for the diet, or did you also check individual creatures? (Opening the map and selecting "Diet" should color the creatures by diet type).
I had creatures registered as "-1 herbivore" in the overview yet on closer inspection there was also a substantional part of the population that actually had 0.9 in the stat. There were also a few members with 0.5 or even lower though they were rarer. Averaging all creatures and rounding the result up the "average" creature could very well have been a 1.0 herbivore, even though there was plenty of variance in the population.
The average creature displayed can be a tad misleading as it is an attempt to average the entire population. Especially the visuals for the average member of a species might be WAY of when compared to specific members. Its currently broken, but the Web of Life displayed this very well (It generated an overview of all members of a species, and calculated how different it was from the "average" creatures. The outlier creatures might have very well been an entirely different species in some cases).