
Список изменений
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
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Added the Rhinoceros as a new very rare savanna animal, complete with adult and calf models, animations, textures, sounds, and a spawn egg.
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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.
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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
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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.
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Added neutral behavior. Rhinoceroses do not hunt players, but adults retaliate when attacked and protect nearby calves.
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Calves never attack first but can retaliate after taking damage.
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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.
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Added an animation-synchronized ordinary melee attack.
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Adult melee deals strong horizontal and vertical knockback. Calf attacks deal damage without custom knockback.
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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.
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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.
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Rammed blocks use their normal loot tables instead of being silently deleted.
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Empty barrels can be destroyed, while filled or unresolved loot-table barrels remain protected.
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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
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Added animation-timed dust particles under the Rhinoceros’s feet while running and ramming.
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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.
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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.
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Added three placeable Rhinoceros decorations:
- Rhinoceros Horn
- Decorated Rhinoceros Horn
- Rhinoceros Figurine
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A Decorated Rhinoceros Horn can be crafted from one horn, one Gold Ingot, and three Gold Nuggets.
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A Rhinoceros Figurine can be carved from a horn using a Stonecutter.
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Normal and decorated horn blocks deal stalagmite-style damage to entities that land on them. The figurine remains harmless.
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Added a dedicated advancement branch:
- Red Book
- This Is Unicorn!
- Horn No More
- And No Poaching!
- Souvenir
- Piercing
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Red Book is an extensible advancement for discovering very rare Animalia creatures. The Rhinoceros is its first qualifying animal.
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Added grouped idle, damage, death, attack, and footstep sounds.
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Rhinoceros footsteps are synchronized with the authored walk, run, and ram animations.
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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
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Ordinary melee damage is now synchronized with the adult and baby attack animations.
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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.
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Crocodiles continue advancing during the short committed attack instead of losing all movement.
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Simplified movement and rotation ownership to reduce sideways snapping during pursuit.
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Improved pursuit of jumping targets and targets moving across uneven terrain.
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Reduced unnecessary path recalculation in water and during land pursuit.
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Added dedicated calm surface-water wandering instead of using three-dimensional amphibious random paths.
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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.
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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.
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Death-roll ownership is now exclusive. Multiple Crocodiles may bite the same target, but only one can maintain the death roll.
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The player’s existing Shift escape remains available during the death roll.
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Each Crocodile egg in a clutch now stores and renders its own crack stage.
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Jumping on a clutch still damages every egg, but newly added eggs begin undamaged without resetting or copying the appearance of older eggs.
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Teeth released by the large-feeding animation now spawn from the authored mouth position at the correct animation moment.
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Adjusted the baby Crocodile’s surface-water posture.
Hippopotamus
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Bite, stomp, and food consumption now use synchronized action timelines owned by the Hippopotamus itself.
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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.
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Grass, Seagrass, and Melon Blocks are consumed at the appropriate point in their eating animations.
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Hippopotamuses continue moving during short bite actions instead of pausing unnaturally.
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Improved close-range pursuit so a Hippopotamus no longer turns away when nearly touching its target.
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Improved held-food following against moving players.
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Open visible terrain uses direct pursuit, while obstacles continue to use pathfinding.
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Player-placed pacification melons now require real hitbox-to-block contact before being eaten.
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The final approach to a melon uses a short collision-aware movement phase after the main path is completed.
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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
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Rebuilt the Jaguar’s action-animation runtime around a single synchronized action state.
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Updated attack, bite, and sniff to behave as sparse action overlays.
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Locomotion remains active underneath attack, bite, and sniff, allowing unkeyed body parts to continue their walk or run cycle.
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Full-body pounce, airborne, and landing actions still take control of locomotion when required.
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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
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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.
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Authored neck and head bones are no longer reset or modified by runtime look code.
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Babies cannot enter adult-only animation phases that are absent from their animation file.
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Baby-specific pounce and jump phases remain supported.
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Improved visible land pursuit and removed competing direction updates during chase.
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Improved raw-meat following against moving players.
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Accepted damage now triggers retaliation on the server for both adults and babies.
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Feeding by the attacker no longer forgives an active retaliation target.
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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.
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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.
