File Details
animalweights-1.20.1-Forge-1.0.7.jar
- R
- Jun 14, 2026
- 95.18 KB
- 1.0K
- 1.20.1
- Forge
File Name
animalweights-1.20.1-Forge-1.0.7.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
1.0.7
Added a NETHER diet for animals that live on lava instead of grass. Striders are now tagged automatically via #animalweights:diet/nether, and the habitat scorer looks for lava + crimson nylium / warped nylium / netherrack within habitatScanRadius in place of water + grass. Existing config entries that pinned Strider to OMNIVORE (or any other diet) are silently rewritten to NETHER on load, so the fix lands without manual edits. You can flag any other mob — modded animals on lava, magma cubes that you reskinned as cattle, whatever — by writing "<entity>": "NETHER" in entityDiets.
Fixed the weight cycle running in the wrong dimension. Non-NETHER animals brought into the Nether no longer slowly starve from the water/grass check failing every tick — their weight cycle pauses the same way it does at night. Symmetrically, NETHER animals only gain weight while they're actually in the Nether; a Strider parked on grass in the Overworld stays put. The WanderToHabitatGoal also reads diet now, so Nether animals wander toward lava and nylium instead of bee-lining for the nearest water source.
Happy Ghasts no longer go sick and tint green. They extend Animal so the mod was treating them like livestock despite being flying companion mobs with no habitat to score against. They're now in the default disabledEntities list, applied to existing configs on load — no edit needed.
Naturally-spawned animals now resist getting sick. Chunk-gen / structure / patrol / jockey spawns get a naturallySpawned flag stamped at Mob.finalizeSpawn, persisted in NBT, and consulted during the weight-loss roll: both minor and severe loss chances are halved. Bred animals, spawn-egg animals, spawners, dispensers, and bucketed mobs are unaffected — same chance to lose weight as before. Toggleable via naturalSpawnSicknessResistance.
Water cauldrons now satisfy the water requirement. A water cauldron within cauldronScanRadius (default 8 blocks — larger than the normal habitat radius, so one cauldron covers a small barn) counts as nearby water for any animal whose diet needs it. Each successful weight gain that relied on a cauldron drains one fill level via the vanilla lowerFillLevel path; an empty cauldron must be refilled by hand. Lets you keep livestock anywhere natural water is hostile — desert builds, the End, sky bases. Toggleable via cauldronCountsAsWater. The scan only runs when no natural water was found within habitatScanRadius, so animals on a normal grass-and-pond farm never pay the cost.