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Cryptid Core Co Field Operations

Deep in the forests and snowy backcountry, something is watching you. Six blocks tall. Human-shaped. Not human. It travels in families, hides behind trees, and hurls rocks when its kin are threatened.
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cryptidcore-0.3.0

File namecryptidcore-0.3.0.jar
Uploader
OctaviusXOctaviusX
Uploaded
Jul 13, 2026
Downloads
18
Size
1.0 MB
Mod Loaders
Forge
File ID
8422790
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:cryptid-core-co-field-operations-1604277:8422790")

Learn more about Curse Maven

What's new

Cryptid Core Co Field Operations — v0.3.0 "The Family Update"
The forest just got a lot more crowded. Stage 3 is the biggest update yet:
a full Bigfoot redesign, an entire variant roster, family groups with real
social behavior, and the forest evidence to match.
The Bigfoot Redesign
Completely rebuilt model based on witness sketch references: broad
shoulders, muscular V-shaped torso, prominent brow ridge, long arms
Shaggy silhouette: fur tuft cuboids on the mane, shoulders, and thighs,
plus a ragged fur-coat overlay on the chest
New lifelike animations: breathing, weight shifting, heavier gait,
organic head tracking, carrying and angry poses
The Variant Roster
Age classes: Kid (4 blocks), Young Adult (5), Adult (6), Elder (bigger, silver)
Male and female builds
Biome-locked fur colors:
Brown — everywhere
Black — Dark Forest only
White — snowy biomes + birch forests
Cinnamon — birch forests
Silver — Elders only
Muddy variants of EVERYTHING: Bigfoots get muddy walking through mud
(and rarely spawn that way), then dry off over ~5 minutes
Family Groups
Natural spawns can now be full groups of 5-10 with ~3 kids
25% of groups are led by a silver Elder
Nest system: kids stay near the nest, adults roam up to 200 blocks
and leave to hunt
New Behaviors
CURIOUS KIDS: kid Bigfoots approach you instead of fleeing. Stand still
and they come closer. Do NOT hit one — every Bigfoot within 40 blocks
will hunt you down
HIDING: adults duck behind trees and peek out at you
ROCK THROWING: angry Bigfoots hurl rocks at mid-range (3 damage);
Elders throw constantly. The rocks land as real cobblestone
WOOD KNOCKS: random knocks echo through the forest, more at night
HUNTING: adults hunt rabbits, chickens, cows, and deer, then drag the
kill to a bone pile
BONE PILES: grow through 4 sizes as prey is added. Loot them for bone
meal and rare Bigfoot Teeth — but breaking one angers the group
ELDERS are territorial: hurt ANY group member and the Elder comes for you
New Evidence
Trunk fur: Bigfoots snag fur on tree bark as they pass — collectible
Stick structures: teepees and twisted-branch arrangements mark territory
Deer Variants
Whitetail (forests), Elk (taigas, larger, bonus loot),
Reindeer (snowy, thick grey coat), Sika (birch, small and spotted)
Fawns inherit their parents' variant
Sounds
Full sound event wiring for howls, grunts, hurt/death, footsteps,
wood knocks, rock throws, prey dragging, and deer calls
(Ships with silent placeholders — real audio incoming in a follow-up patch)
Fixes & Tech
Save-compatible with Stage 2 worlds; existing Bigfoots upgrade automatically
White Bigfoot preserved as its own entity for old worlds
No external dependencies

This mod has no additional files