WilderNature - 1.1.5 - NEOFORGE - 1.21.1
Curse Maven Snippet
What's new
[1.1.5]
This update makes WilderNature entities feel more alive, adding distinct behaviors, daily routines, sleep cycles, and interactions with the world around them.
Due to the massive amount of changes the release channel has been changed to Beta
Fixed
- Idle animations for most entities are now much smoother and more natural
- Hazelnut Bushes no longer turn into Sweetberry Bushes when bone mealed
- Improved wolf fur cloak animation and crouch alignment
- Fur Cloaks now render when placed on Armor Stands
- Lions and Scorpions no longer retaliate against creative-mode players
- Baby Dogs now stay put when ordered to sit instead of following adults
- Baby Bison head proportions corrected
- Baby Squirrels now render at proper baby size
- Giraffes can now step over single blocks while being ridden
- Crops, Pumpkin/Melon stems, and Mushroom Colonies can now be grown on tilled Rotten Log farmland (moisture speeds up growth)
- Swift Foxes can now be bred once they trust you enough
- Scorpions can now be fed at normal range to build trust (feeding was previously almost impossible to trigger)
Changed
- Recolored Hazelnut Bushes
- Recolored Fish Oil
- BountyBoard got a texture & model redone from scratch
- Turkeys now lay Turkey Eggs instead of regular Eggs
- RedWolf has been renamed to SwiftFox
Bounty Board
- Added a bounty system that refreshes with fresh objectives every 3 in-game days
- Added Hunt, Gather, Observe, and Explore bounty types
- Rewards now scale with difficulty and task size
- Larger tasks grant better rewards
- Added Guild Commissions as special high-value contracts
- Added biome exploration bounties
- Added observation bounties using the spyglass
- Added reward previews for bounties
- Reward slots now play a sound when they unlock
- Added a hover tooltip explaining the 3-day refresh cycle, with a live countdown to the next reset
Hippo
- Say hello to the new Hippos!
- Hippos react to nearby players and build up threat over time
- Hippos warn before attacking with a threatening display and yawn
- Feeding a Hippo calms it down
- Hippos defend their young aggressively
- Hippos snap at fish and attack boats
- Hippos graze on land and seek water during the day
- Added animations for idle, walking, swimming, eating, threatening and attacking
Giraffe
- Added Giraffes
- Giraffes live in small herds and prefer staying together
- They are peaceful and will avoid players when possible
- If threatened, they flee quickly over long distances
- Giraffes can defend themselves with powerful kicks
- Babies stay close to adults and follow the herd
Scorpion
- Scorpions live hidden beneath the surface and burrow into Dirt, Coarse Dirt and Sand
- They ambush nearby targets, striking quickly with poison before retreating
- When threatened, they rely on stealth and quick repositioning instead of direct fights
- A trust based system allows players to carefully calm and tame them
- Feed them Spider Eyes or Rotten Flesh while sneaking to slowly earn their trust
- Once calm, a Fermented Spider Eye completes the taming
- Their trust and mood are shown through sounds and body language
- Their glowing eyes reveal their presence in the dark just before they strike
SwiftFox
- Added player item stealing behavior with sneak and escape logic
- SwiftFoxes can steal items directly from player hands
- Added ground item stealing behavior
- SwiftFoxes can hide stolen items in the world
- Hidden items are remembered and can be retrieved later
- Added return behavior for trusted players
- SwiftFoxes can return stolen items when trust is gained
- Added gift system for trusted players
- SwiftFoxes can deliver items as gifts
- Added trust system influencing behavior towards players
- SwiftFoxes avoid untrusted players and react dynamically
- Added sneak, attack, idle and sleep animation states
- SwiftFoxes now sleep when idle for longer periods
- Added sleeping particles above the head
- Improved interaction flow between stealing, hiding and returning items
Cassowary Rework
- Added territorial behavior with alert, threatening and attack phases
- Cassowaries now react more aggressively when babies are nearby
- Babies now have their own model
- Added warning phase before attacking players
- Improved targeting and chase behavior
- Added alert particles and threatening sounds
- Cassowaries now maintain visual focus on threats during escalation
- Added attack effect slowing players briefly on hit
- Improved overall threat logic and state transitions
- Cassowaries are now classified as neutral mobs
- They only attack when provoked or when defending their territory
- Improved escalation flow to make warning behavior more readable
Bison Rework
- Improved herd behavior and group reactions
- Added coordinated panic behavior across nearby Bisons
- Panic can now spread naturally through the herd
- Improved threat response and movement during panic states
Deer Rework
- Added awareness system reacting to player movement, sprinting and held items
- Added panic system with herd wide reactions
- Improved herd behavior with leader following and persistence
- Added sleeping behavior with preparation and wake up triggers
- Deer prefer sleeping on grass blocks
- Deer seek shelter during the night
- Deer correctly ignore Creative and Spectator players
Boar Rework
- Reworked rooting behavior with smarter targeting
- Boars search for valid grass blocks before digging
- Added preparation phase before rooting
- Truffles can encourage rooting with a small chance
- Rooting now uses a loot table system
- Added cooldowns to prevent excessive rooting
- Boars can eat from caches when injured
- Rooting works on Dirt and Coarse Dirt with reduced loot chance
- Respects mobGriefing gamerule
Raccoon Rework
- Raccoons can loot containers and store items in caches
- Added consistent inventory handling
- Raccoons deposit items into caches
- Chance to generate additional loot bags when storing
- Added crop nibbling at night without destroying crops
- Respects mobGriefing gamerule
- Raccoons can eat from caches when injured
Squirrel Rework
- Added trust system based on item interactions
- Squirrels inspect and accept or reject items
- Accepted items increase trust
- Squirrels can forage from Hazelnut Bushes
- They store collected nuts in their inventory
- Respects mobGriefing gamerule
- Squirrels can use hollow caches
- Trusted squirrels can deliver gifts
Dog Rework
- Dogs now hunt skeletons and react to their drops
- Dogs can pick up, carry and store items
- Added a burrow storage system for dogs
- Dogs can deposit stored items into burrows
- Added fetch and delivery behavior
- Dogs can bring items back to their owner
- Dogs react to nearby raccoons and creepers
- Dogs now seek shelter during rain
- Dogs can rest, lie down and sleep near their owner
- Dogs are now tamed and fed with cooked meat instead of bones
Hedgehog Rework
- Added defensive curl behavior reducing damage
- Curled hedgehogs damage nearby entities
- Aggressive players trigger defensive reactions
- Added daytime sleeping behavior
- Hedgehogs can regenerate health while resting
- Added sniffing behavior
- Hedgehogs interact with mushrooms and berries
MiniSheep Rework
- MiniSheeps now form herds and follow a leader
- MiniSheeps sleep at night
- They wake up when players or threats are nearby
- When attacked, nearby MiniSheeps defend each other
- MiniSheeps only attack defensively
- They return to their meadow home after chasing enemies
- Added running behavior and animation
- Spawns have been reduced to Meadow only
Lion
- Added Lions roaming the Savanna
- Lions live in small prides and stay close together
- Lions rest and sleep during the day
- Lions become active when disturbed or during hunting moments
- They defend their group if threatened
- The Field Guide now lists Lions and Lionesses as separate entries (males show their mane)
Termites & Mounds
- Added Termites and Termite Mounds to the Savanna
- Termites build colonies and live inside their mounds
- You may find hidden storage chambers inside some mounds
- Termites collect resources from nearby logs and bring them back home
- Sometimes you can catch them carrying Woodmeal
- Killing a termite at the right moment might reward you
Rotten Logs
- Logs near termite mounds can become Rotten Logs over time
- Rotten Logs can be hollowed out and infested by termites
- Infested logs can be cleaned with a shovel
- Cleaning them may reward you with Woodmeal
- Rotten Logs can be filled with Dirt
- Rotten Logs filled with Dirt can be transformed into Farmland
Added
- Hollow Cache, a Tree Stump spawning in Forest and Plains Biomes
- Mushroom Colonies, a renewable source for mushrooms
- Burrow, created by Dogs for shared storage
- Bones can now be thrown by using Shift-Right-Click
- BeaverDam, placed by Beavers near or inside water. Good source for sticks.
- Termite Mounds, a Savanna structure inhabited by Termites
- Rotten Logs, created and maintained by nearby Termites
- Woodmeal, produced through termite activity and stored in mounds
- Field Journal - once known as Animal Compendium - showing really basic informations about certain animals
- ThickLeather - dropped by Elephants, Hippos and other Entities. Right-Click with a Shear to transform it into Leather
Farm And Charm Compat
- Boars can transform Dirt and Coarse Dirt into Fertilized Soil
- Raccoons steal eggs from ChickenCoops and ChickenNests
[1.1.4]
Fixed
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
Changed
- TermiteSpawnEgg texture
[1.1.3]
Added
- White deer now apply Bad Omen and Slowness to the player who kills them
Changed
- Normal deer deaths no longer trigger debuffs
[1.1.2]
Fixed
- Fixed crash when breaking the Bounty Board
[1.1.1]
Fixed
- Fixed dedicated server crash caused by ContractItem
[1.1.0]
Ported to 1.21.1
Note: This version is not feature complete yet.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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