jurassicsaga-0.3-neoforge-1.21.1.jar
Curse Maven Snippet
What's new
0.3.0: Legacy of the Dead
New Animals
- JP3: Dakotaraptor
- JW2: Teratophoneus
- JW4: Distortus Rex
- Chaos Effect: Velocirapteryx, Archaeopteryx
- Legacy: Mawsonia, Leptictidium, Inostrancevia, Rhizodus
- Misc: Gracilisuchus, Sacabambaspis
- Kenner: Estemmenosuchus, Coelophysis
- Mattel: Rhamphorhynchus
Cosmetic Skins
- Legacy: Mawsonia, Leptictidium, Inostrancevia, Rhizodus, Alvarezsaurus, Stegosaurus, Triceratops
- Steppe: Rhizodus
- Ocean: Herrerasaurus
- Forest: Gracilisuchus
Animal Updates
- Velociraptor reworked with new animations
- Mesolimulus no longer tries to parkour
- New spawn egg colors
- Hybridization: Velocirapteryx (Velociraptor + Archaeopteryx) and Distortus Rex (Tyrannosaurus + Basilisk + Alamosaurus or Brachiosaurus)
AI & Behavior
- Animal behavior reworked around per-species profiles for appetite, fleeing, foraging, hunting, idling, schooling and enrichment
- Hunting is now phased: animals ambush, stalk, pursue, hunt in packs, call out to each other, observe and break off a chase
- Smarter targeting: animals skip herdmates, only go after prey, and decide whether to attack based on relative size, hunger, aggression and herd size
- Hunger, thirst and stamina are tracked separately from breeding; gestation, breeding cooldown and the father's genes now have their own system (existing saves keep their data)
- Animals flee earlier from larger threats, and bolder animals hold their ground longer
- Hunt detection range depends on the size of both animals
- Fixed animals not recognizing threats that were targeting them
- Animals scatter during thunderstorms
- Carnivores smell a player holding a Rafflesia from 40 blocks away and walk over to it, then lose interest for a while once they reach it
- Improved food searching, eating and drinking
- Flocks take off and land together
- Fish and other schooling animals now form natural flocks of up to 50
- New flying, gliding, crab, amphibious and general navigation
Power System
- Rebuilt power grid with poles, substations and generators linking into networks
- Storm outages: during thunderstorms, generators can trip and cables can be damaged
- Power visualization overlay
- New transmission pole
- New power and flag cables
- Cables now have health
- New solar panel
- Substation and geothermal generator reworked
- Existing cables are migrated automatically
- Jade tooltips for poles and power machines (1.21.1)
Performance
- Cables and poles are now batched, which is much faster with many of them
- Cables use level of detail, so distant ones are cheaper to draw
- Faster rendering for machines, feeders, cameras and generators
- Fish scan for threats less often, and animal hunger and thirst sync to the client less often
- 323 textures optimized: 3.39 MB down to 2.24 MB (about 34% smaller)
Tablet & Cameras
- New camera tablet with home, map, creature and security pages
- New security camera
- Cameras can now see far chunks
- Cameras now support scroll-wheel zoom
New Blocks & Machines
- Boom gate
- Redstone gates
- Entity Gates
- Fountain
- Omnivore feeder
- Glass now connects into seamless panes
- Fence variants: dark and rusted looks for steel fences, chosen per player
- Flag spools
- New item models for the wrench, JP gate, vehicle gate and visitor center doors
Signs & Murals
- Murals, placed as wall entities
- Attraction signs, with about 80 new backgrounds
Vehicles
- New Truck
- New Boat Tour vehicle
New Plants & Trees
- Trees: Psaronius, Walchia, Glossopteris, Baiera, Macginitiea, Mango (the blocks are in game, but the trees don't grow yet)
- Hanging moss and vines, Maize, Paracycas
- Aquatic: Praebarrettia, small and large sea sponges, Caninia, Escumasia, Essexella, Glycymeris, Ludwigia, Streptelasma
- Forest floor: leaf litter, mulch, fern floor
- Land plants: Ankyropteris, Belemnopteris, Cecropsis, Coniopteris (4 variants), Dillhoffia, Florissantia, Otozamites, Rafflesia, Scytophyllum (2 variants), Vojnovskya
- Tall plants: Leptocycas (with fruit and seeds), Schizoneura
- Dead bushes: normal, burnt, bleached and mossy, each in a large and a small version, generating in matching biomes
- Floating plants: Saxonipollis and Jaguariba in 9 colors
- Herbs: Coriander and Cumin, grown from seeds or found wild; Mediterranean Scrub Forest now generates wild Coriander
- New DNA types for plants: tree, vine, tall plant, floating plant, semi-aquatic plant, coral and marine; the new plants can be unlocked through the DNA system
New Items
- Sugar Theory candy: candy apple, candy corn, chocolate bar, gummy dinos in several colors, oreo chimas
- Coriander Leaves, Coriander Seeds, Cumin Seeds, Leptocycas Seeds and Leptocycas Fruit
- Tablet, attraction sign and mural items
World Generation
- Biome tweaks
Audio
- Music files compressed for a smaller download
Config & Game Rules
- New display options: machine render distance, batched cables and batched poles
- Maximum entity growth rate raised from 10 to 30
- New game rules:
jsPowerOutagesandjsInfinitePowerRange - Game rule changes now apply to connected clients immediately
- New tour GUIs and JEI updates
Other Changes
- Requires Traveler's Lib 1.0 or newer
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