Animalia Exotica

Animalia - mod that adds animals to the world.
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animalia-0.4.0.jar

File nameanimalia-0.4.0.jar
Uploader
Y221Y221
Uploaded
Jul 21, 2026
Downloads
608
Size
2.0 MB
Mod Loaders
Forge
File ID
8482132
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:animalia-exotica-1567921:8482132")

Learn more about Curse Maven

What's new

Animalia 0.4.0

Animalia 0.4.0 introduces the Rhinoceros and delivers a major behavior, combat, movement, and animation pass for the existing animals.

Added

Rhinoceros

  • Added the Rhinoceros as a new very rare savanna animal, complete with adult and calf models, animations, textures, sounds, and a spawn egg.

  • Rhinoceroses naturally spawn in Savannas, Savanna Plateaus, and Windswept Savannas with a default spawn weight of 1 and group size of 1-2.

  • Natural groups have a chance to include a calf when an adult is already nearby.

  • Added age-scaled attributes:

    • Adults have 180 HP, 12 Armor, and 10 melee damage with a horn or 8 without it.
    • Calves have 54 HP, 3.6 Armor, and 3 melee damage.
  • Rhinoceroses passively restore 3 HP every 15 seconds and take 50% less direct arrow damage.

  • Added feeding, healing, temptation, growth, and breeding interactions using Short Grass, Tall Grass, and Hay Bales.

  • Added neutral behavior. Rhinoceroses do not hunt players, but adults retaliate when attacked and protect nearby calves.

  • Calves never attack first but can retaliate after taking damage.

  • Added poor eyesight:

    • Nearby threats are always detected.
    • Beyond roughly 6 blocks, sneaking or remaining sufficiently still can prevent an adult from noticing a player near a calf.
    • Poor eyesight does not suppress retaliation after the Rhinoceros or a calf has been attacked.
  • Added an animation-synchronized ordinary melee attack.

  • Adult melee deals strong horizontal and vertical knockback. Calf attacks deal damage without custom knockback.

  • Added a committed ram attack:

    • A newly acquired distant target can trigger a preparation animation before the ram.
    • During an active chase, approximately 4 seconds of uninterrupted running can trigger a ram at any distance.
    • Ram steering is limited, forcing the Rhinoceros to follow a wide turning arc instead of using normal pathfinding.
    • Ram damage is 20 with a horn and 12 without it.
    • Every non-Rhinoceros creature intersected during the ram can be damaged and knocked aside.
    • Hitting another creature does not end the ram before the main target is reached or passed.
    • Ram has a 15-second cooldown.
  • Added ram block destruction, controlled through the animalia:rhinoceros_breakable block tag.

  • With mob griefing enabled, a ram can destroy selected leaves, glass, crops, plants, wooden barriers, signs, shelves, composters, beehives, campfires, ice, dripstone, bone blocks, Nether growth, and other fragile obstacles.

  • Rammed blocks use their normal loot tables instead of being silently deleted.

  • Empty barrels can be destroyed, while filled or unresolved loot-table barrels remain protected.

  • Added hard-wall collisions:

    • A solid collision deals 10 damage to the Rhinoceros.
    • The Rhinoceros is pushed backward and stunned for 2.5 seconds.
    • Its horn breaks off if it still has one.
    • Five animated dizzy stars orbit the head during recovery.
  • Added animation-timed dust particles under the Rhinoceros’s feet while running and ramming.

  • Added living horn removal:

    • Any tool supporting the Forge axe-strip action can remove the horn from an adult.
    • Damageable axes lose 3 durability.
    • Non-damageable modded axes remain compatible.
    • The detached horn drops from the visible horn position on the head.
  • After manually removing a horn, the player has a 0.75-second grace period to feed the Rhinoceros and prevent retaliation.

  • Feeding cannot pacify a Rhinoceros that was already attacking.

  • Added three placeable Rhinoceros decorations:

    • Rhinoceros Horn
    • Decorated Rhinoceros Horn
    • Rhinoceros Figurine
  • A Decorated Rhinoceros Horn can be crafted from one horn, one Gold Ingot, and three Gold Nuggets.

  • A Rhinoceros Figurine can be carved from a horn using a Stonecutter.

  • Normal and decorated horn blocks deal stalagmite-style damage to entities that land on them. The figurine remains harmless.

  • Added a dedicated advancement branch:

    • Red Book
    • This Is Unicorn!
    • Horn No More
    • And No Poaching!
    • Souvenir
    • Piercing
  • Red Book is an extensible advancement for discovering very rare Animalia creatures. The Rhinoceros is its first qualifying animal.

  • Added grouped idle, damage, death, attack, and footstep sounds.

  • Rhinoceros footsteps are synchronized with the authored walk, run, and ram animations.

  • Added dedicated swimming, preparation, attack, ram, wall-impact, and recovery animations.

Changed

Rhinoceros

  • Calves now follow the edge of an adult’s hitbox instead of trying to reach its center.
  • Improved held-food following for large hitboxes. Open terrain uses direct pursuit, while obstacles fall back to pathfinding.
  • Repeated healing interactions now consistently display the player’s hand swing.
  • Calm Rhinoceroses avoid voluntarily entering water.
  • A calm Rhinoceros stranded in water searches for a safe route back to land.
  • Replaced vanilla water jumping with controlled vertical swim movement.
  • Adults and calves now maintain a stable surface height instead of repeatedly bobbing or launching upward.
  • Calves retain their shore target until they are fully grounded and out of the water.
  • Water locomotion always uses the swimming animation.
  • Rams cannot begin or continue in water.
  • Improved ram target-pass detection so the Rhinoceros stops shortly after overtaking its target.
  • Improved ram contact detection against creatures and walls.
  • Ordinary melee no longer stops the Rhinoceros’s pursuit movement.
  • Rhinoceroses can now turn toward retained targets that are too close for normal chase navigation.
  • Hippopotamuses now ignore Rhinoceroses during territorial animal scans.
  • Finalized the Rhinoceros spawn egg colors to #cbc6bd with #686158 spots.

Crocodile

  • Ordinary melee damage is now synchronized with the adult and baby attack animations.

  • Adult and baby hits are committed at approximately 0.20 seconds into their attack.

  • Bite reach now accounts for target size, allowing Crocodiles to damage large animals such as Rhinoceroses reliably.

  • Crocodiles continue advancing during the short committed attack instead of losing all movement.

  • Simplified movement and rotation ownership to reduce sideways snapping during pursuit.

  • Improved pursuit of jumping targets and targets moving across uneven terrain.

  • Reduced unnecessary path recalculation in water and during land pursuit.

  • Added dedicated calm surface-water wandering instead of using three-dimensional amphibious random paths.

  • Runtime head movement now uses the dedicated head_look bone instead of overriding authored neck animations.

  • Baby Crocodiles also support the dedicated runtime head-look layer.

  • Improved death-roll positioning:

    • The target is held at the authored center of the Crocodile’s jaws.
    • The target faces opposite the Crocodile.
    • The target model rotates with the death roll.
    • A captured player’s first- and third-person camera follows the same roll direction.
  • Death-roll ownership is now exclusive. Multiple Crocodiles may bite the same target, but only one can maintain the death roll.

  • The player’s existing Shift escape remains available during the death roll.

  • Each Crocodile egg in a clutch now stores and renders its own crack stage.

  • Jumping on a clutch still damages every egg, but newly added eggs begin undamaged without resetting or copying the appearance of older eggs.

  • Teeth released by the large-feeding animation now spawn from the authored mouth position at the correct animation moment.

  • Adjusted the baby Crocodile’s surface-water posture.

Hippopotamus

  • Bite, stomp, and food consumption now use synchronized action timelines owned by the Hippopotamus itself.

  • Bite damage is applied approximately 0.25 seconds into the animation instead of at attack start.

  • Stomp damage, sound, and particles now occur together at the authored impact.

  • Grass, Seagrass, and Melon Blocks are consumed at the appropriate point in their eating animations.

  • Hippopotamuses continue moving during short bite actions instead of pausing unnaturally.

  • Improved close-range pursuit so a Hippopotamus no longer turns away when nearly touching its target.

  • Improved held-food following against moving players.

  • Open visible terrain uses direct pursuit, while obstacles continue to use pathfinding.

  • Player-placed pacification melons now require real hitbox-to-block contact before being eaten.

  • The final approach to a melon uses a short collision-aware movement phase after the main path is completed.

  • Reworked the territorial warning transition:

    • The mouth-opening animation plays once.
    • The Hippopotamus then holds the aggressive open-mouth pose.
    • Leaving the warning state cleanly stops the held pose.

Jaguar

  • Rebuilt the Jaguar’s action-animation runtime around a single synchronized action state.

  • Updated attack, bite, and sniff to behave as sparse action overlays.

  • Locomotion remains active underneath attack, bite, and sniff, allowing unkeyed body parts to continue their walk or run cycle.

  • Full-body pounce, airborne, and landing actions still take control of locomotion when required.

  • Ordinary melee damage is now synchronized with the authored actions:

    • Bite damage occurs at approximately 0.25 seconds.
    • Attack damage occurs at approximately 0.30 seconds.
    • Each action can apply damage only once to its committed target.
  • Runtime head tracking now affects only the dedicated head_look bone.

  • Head tracking is limited to calm, stationary land poses and is explicitly reset during movement, swimming, combat, and action animations.

  • Authored neck and head bones are no longer reset or modified by runtime look code.

  • Babies cannot enter adult-only animation phases that are absent from their animation file.

  • Baby-specific pounce and jump phases remain supported.

  • Improved visible land pursuit and removed competing direction updates during chase.

  • Improved raw-meat following against moving players.

  • Accepted damage now triggers retaliation on the server for both adults and babies.

  • Feeding by the attacker no longer forgives an active retaliation target.

  • Pounce damage is now bound to the target selected at launch for the full 1.25-second hit window.

  • Improved water pursuit, shoreline searches, and return-to-land behavior.

  • Water and shoreline searches are now bounded and cached to reduce unnecessary repeated work.

Fixed

Rhinoceros

  • Fixed ram hits sometimes failing even when the Rhinoceros visibly intersected a creature.
  • Fixed the Rhinoceros sliding through a valid ram target without applying damage.
  • Increased the Rhinoceros’s recoil after successful hard collisions.
  • Fixed ram ending too early after colliding with unrelated creatures.
  • Fixed the Rhinoceros continuing too far after already passing its target.
  • Fixed false hard-wall impacts inside multiple layers of breakable blocks.
  • Breakable blocks intersecting the Rhinoceros’s current and forward ram volume are now cleared before solid-wall classification.
  • Fixed water movement repeatedly applying vanilla jump impulses.
  • Fixed calves losing their shore-exit goal before fully reaching land.
  • Fixed land-running animations appearing while submerged.
  • Fixed calves applying adult horizontal and vertical melee knockback.
  • Fixed a point-blank retaliation deadlock where an attacking Crocodile could remain too close for chase movement but outside the Rhinoceros’s melee-facing angle.
  • Fixed raw and decorated horn models rendering with the black-and-purple missing-texture appearance.
  • Replaced coarse decoration collision boxes with rotated compound shapes based on the supplied Blockbench geometry.
  • Fixed the horn drop appearing at the Rhinoceros’s generic loot position after manual removal.

Crocodile

  • Fixed damage being applied before the visible bite reached its impact.
  • Fixed attacks beginning against large targets but failing the final hit because of a smaller secondary range check.
  • Fixed lateral snapping when pursuing jumping players.
  • Fixed calm Crocodiles spinning around their horizontal axis position while attempting to wander in water.
  • Fixed runtime head movement interfering with authored neck animation.
  • Fixed death-roll victims being held outside the center of the jaws.
  • Fixed the victim and player camera rotating in the wrong direction.
  • Fixed two Crocodiles simultaneously holding and teleporting the same death-roll target.
  • Fixed shared clutch damage visuals causing every Crocodile egg to display the same crack texture.
  • Fixed adding a fresh egg changing the visible damage state of existing eggs.

Hippopotamus

  • Fixed bite damage occurring before the mouth reached the authored impact pose.
  • Fixed stomp effects sometimes failing when the executing goal did not update on the exact impact frame.
  • Fixed Hippopotamuses stopping several blocks away from a pacification melon and remaining stuck in the food-seeking state.
  • Fixed unstable sideways turns while following a moving food holder.
  • Fixed close-range pursuit turning away from the target and allowing it to escape without taking damage.
  • Fixed the warning-opening animation repeatedly restarting.
  • Fixed the transition from idle to the aggressive stance being authored and interpreted as a loop.
  • Fixed the Hippopotamus repeatedly opening and closing its mouth instead of holding the warning pose.

Jaguar

  • Fixed melee damage occurring before the visible bite or strike.
  • Fixed attack completion restarting the running animation from its first pose and producing a backward head snap.
  • Fixed authored neck animation being overwritten by runtime head movement.
  • Fixed sideways head rotation remaining visible during movement, pounce preparation, or combat.
  • Fixed overlapping action booleans requesting incompatible animations at the same time.
  • Fixed locomotion being unnecessarily suppressed during sparse bite and attack animations.
  • Fixed babies entering unsupported roar, flight, upward, reversal, or fall phases.
  • Fixed pounce damage using an unbound timer that could affect the wrong target.
  • Fixed raw-meat trust incorrectly suppressing retaliation in some adult and baby interactions.
  • Fixed competing chase-direction updates causing unstable movement.
  • Fixed excessive or repeated shoreline searches during water exit behavior.

The mod version has been increased from 0.3.0 to 0.4.0.

This mod has no additional files