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Jurassic Saga

Jurassic Saga is an upcoming Minecraft Mod that focuses on immersion of the Jurassic Park dinosaurs, ranging from novels, movies, comics, and toylines! With all of this, you can create your own Jurassic Park!

File Details

jurassicsaga-neo-1.21.1-0.2.jar

  • R
  • Jun 24, 2026
  • 45.50 MB
  • 215
  • 1.21.1
  • NeoForge

File Name

jurassicsaga-neo-1.21.1-0.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:jurassic-saga-1363109:8315289"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

0.2.0

New Animals

  • Cameroceras
  • Tapejara
  • Geosternbergia
  • Lambeosaurus
  • Palaeoloxodon
  • Diplomystus

New Plants & Trees

  • New full wood sets: Calamites, Olive, Stone Pine, Date Palm (planks, slabs, stairs, doors, fences, signs, boats, etc.)
  • New benches & ladders for all wood types
  • New plants: Bracken Fern, Chain Fern, Sword Fern, Macrotaeniopteris, Green Common Reeds, Wilting Common Reeds, Wild Thyme
  • New flora: Aulacera, Distefanella, Meliorchis, Pirania, Quillwort, Marpolia, Micromitra, Siphusauctum, Poisonous Forked Fern
  • New DNA Added most extinct plants to the DNA system

New Building Blocks

  • Chiseled Limestone & Chiseled Marble
  • Cracked Limestone Bricks (slab, stair, wall, button, pressure plate)
  • Cracked Marble Tiles, Cracked Marble Panel, Cracked Marble Pillar & Cap
  • Gilded Marble Tiles, Gilded Marble Panel, Gilded Chiseled Marble, Gilded Marble Pillar Cap

New Plushies

  • Bonito, Herrerasaurus, Stegosaurus

New Music Discs

  • Les Gigantes Hambres - rare jukebox disc
  • Three Horned Face - rare jukebox disc
  • Music disc are now playable finally!

Animal Updates

  • Euoplocephalus texture tweaks, new Chaos Effect and Tundra cosmetics
  • Parasuchus retexture, new Arid cosmetic
  • Segisaurus retexture and remodel
  • Styracosaurus baby
  • New Apatosaurus and Tyrannosaurus legacy skin variants
  • New Lambeosaurus legacy skin variant
  • New Velociraptor legacy skin variant
  • New Tyrannosaurus special skin variant

AI & Behavior Fixes

  • Reworked animal head rotation to use look-ahead path smoothing instead of snapping to the immediate next node
  • Fixed growth stage bounding box recalculation running every tick; now only updates when dimensions actually change, and also recalculates on tick 1
  • Animals growing inside blocks are now gently pushed out instead of clipping through geometry
  • Fixed flying navigation being restricted to avian entities only - now works for any JSAnimalBase
  • Herd combat follow task now supports an ambush mode: animals stalk prey and lunge when close enough
  • Fixed target task resting check incorrectly blocking aggression while an animal was about to sleep
  • Target task cooldown reduced from 20 to 5 ticks for more responsive targeting
  • Removed erroneous server-side animation call from the base AI tick
  • Goat variant lookup now caches GoatType.values() to avoid repeated array allocation
  • Refactored animal AI into reusable BehaviourSet classes (herbivore, carnivore, fish, pterosaur, etc.)
  • Flee task switched to waypoint navigation and now stops correctly when the flee target is already dead
  • Navigation node-reached thresholds reworked with proper XZ/Y checks for water-exit and jump nodes - fixes surface oscillation and premature path advancement
  • Amphibious animals now step up to exit water when horizontally blocked; sinking behaviour only applies when the next path node is not above the mob
  • New dedicated JSAmphibiousMoveControl - handles buoyancy impulse and pitch-capped movement while swimming
  • Rest task now blocked when the animal has an active flee target
  • Ground navigation post-jump turn fix: after landing, mob steers toward the next node at its current Y before the next jump fires, preventing mis-aimed multi-hop paths
  • Amphibious navigation stuck-node counter reset is now synchronized to prevent thread-race resets
  • Aquatic combat follow now inherits herd combat logic (ambush support, herd follow-up)
  • JSFlopTask search radius and depth now scale with the animal's bounding box size
  • LeapOutOfWaterTask null-check added for move controller
  • Grazing task completely reworked: block scanning is now done asynchronously off the main thread with candidate pooling (up to 16 blocks), reach timeout to drop unreachable targets, and proper waypoint navigation
  • Food and water seek tasks converted to waypoint navigation, eliminating manual path management overhead
  • Flying animals use a separate (lower) stroll probability to reduce excessive movement when airborne
  • Reworked how fossils drop amber and flint

Pathfinding & Fence Fixes

  • Custom collision system (JSCollisionHandler, NodeEvalMixin, TravelerNodeEvalMixin, CollisionGetterMixin) fully removed and replaced with Travelers' built-in TravelersCollisionHandler - fixes pathfinding through fences and removes the legacy race-prone WeakHashMap index
  • Fixed cable fence bounding box not registering on first tick; now retries until a valid size is confirmed
  • Cable fence now discards itself cleanly if no valid wire segments exist at spawn, preventing broken ghost entities
  • Fixed fence connection registration firing on the client side
  • /kill command no longer removes cable fence entities (mixin reworked to use @Redirect for correct behavior)
  • Cable fence now implements IPowerProvider for proper power integration

Ford Explorer & Vehicle

  • Reworked vehicle pathfinding and collision handling
  • JourneyMap compatibility - tour vehicles show as custom markers on the map
  • Vehicle chunk positions now persisted in level SavedData and force-loaded on server start, preventing vehicles from going missing across restarts
  • Fixed event listeners (paddock signs, facility signs, animal listeners) registering on both sides - now server-only

Guidebook Rework

  • Replaced Journal page with a proper Home page as the default landing screen
  • Added DinoPedia and Botanica (plant) tabs
  • Fixed widget removal on page switch (renderable list was not being cleared, causing ghost buttons)
  • Added versions filtering, and diet filtering

Audio

  • Reworked Tyrannosaurus hurt sounds
  • Fixed looping animal sounds stopping prematurely when the entity's removed state was checked before the explicit stop signal

Animation

  • New body lean/tilt system for animals - configurable per-species via lean_pieces, lean_rot_speed, lean_max_pitch, lean_roll_increment, and lean_max_roll

World Generation

  • Schematic-based modular tree generation system (Calamites, Olive, Stone Pine, Redwood, Brachyphyllum, Cheirolepidian)
  • New biomes: Mediterranean Scrub Forest, Mediterranean Scrub Plains

Other Fixes

  • Dropped AzureLib dependency; rendering fully migrated to Travelers
  • Updated Travelers dependency to 0.6
  • TerraBlender mod detection updated to use PlatformHelper.isModLoaded
  • Server accessor refactored to JSUtils.getServer() across all networking packets
  • Bump version to 0.2.0