animalia-0.4.0.jar
Curse Maven Snippet
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
1and group size of1-2.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, and10melee damage with a horn or8without it. - Calves have
54 HP,3.6 Armor, and3melee damage.
- Adults have
Rhinoceroses passively restore
3 HPevery15 secondsand take50%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 secondsof 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
20with a horn and12without 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-secondcooldown.
Added ram block destruction, controlled through the
animalia:rhinoceros_breakableblock 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
10damage 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.
- A solid collision deals
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-secondgrace 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
#cbc6bdwith#686158spots.
Crocodile
Ordinary melee damage is now synchronized with the adult and baby attack animations.
Adult and baby hits are committed at approximately
0.20 secondsinto 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_lookbone 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 secondsinto 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.
- Bite damage occurs at approximately
Runtime head tracking now affects only the dedicated
head_lookbone.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-secondhit 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