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Моды/Jurassic Saga
Jurassic Saga

Jurassic Saga

Jurassic Saga - это мод для Майнкрафт, который превращает игру в симулятор парка Юрского периода. Собирайте окаменелости, клонируйте динозавров, управляйте парком и старайтесь не допустить побега хищников. Полноценная прогрессия и глубокое поведение существ.

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Все версииjurassicsaga-neo-1.21.1-0.2.jar

jurassicsaga-neo-1.21.1-0.2.jar

Release24.06.2026

Список изменений

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

Файлы

jurassicsaga-neo-1.21.1-0.2.jar(45.50 MiB)
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Метаданные

Канал релиза

Release

Номер версии

0.2

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

959

Дата публикации

24.06.2026

Загрузил

ID версии

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