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Adorable Mochi Pets

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0.23.0 — The dragon comes alive (+ Minecraft 26.3)

0.23.0+26.3
21 окт. 2026 г.215Minecraft: 26.3fabric
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## 0.23.0 — the dragon comes alive, and Minecraft 26.3 **Now on Minecraft 26.3** (alongside 26.1.2 and 26.2). Each file targets one Minecraft version — this one is for **Minecraft 26.3**. ### 🐉 Dragon form - **Its own animation rig** with real keyframe animations: idle, walk, run, sit, lie down, take-off, flight, glide and landing — toes spread on each step, the tail sways on its own. - **Wings and legs actually move now.** Most of the dragon's animation tracks were in a shorthand the game silently ignored, so it never flapped or walked. Fixed, and locked by a test. - **Wings on their own track** — they stay folded while the dragon roars, gets hurt or bites on the ground. **Eyes that blink.** - **Lie down:** *Sit* cycles **stand → sit → lie down → stand** (menu, hotkey or right-click). - **Hover:** release jump in the air and the dragon holds its altitude instead of sinking. - **You sit on it:** the rider sits in the saddle, stays on the back while banking or diving, and the neck dips while ridden so the head doesn't block your view. - **A body its size:** 1.9 × 1.9 collision box that grows with level — no more one-block doors. - **Safer dismount:** a plain right-click with a saddle no longer drops you mid-air — use **Sneak**. ### 🔧 Technical - The 26.2 file now declares `>=26.2 <26.3`; on 26.3 use the 26.3 file. - 26.3: loot tables, advancements and world-gen data rewritten for the new data format; the 26.3 build was verified on a dedicated server (world loads, all 20 loot tables, wild bushes generate).
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0.23.0 — The dragon comes alive (+ Minecraft 26.3)

0.23.0+26.2
21 окт. 2026 г.84Minecraft: 26.2fabric
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## 0.23.0 — the dragon comes alive, and Minecraft 26.3 **Now on Minecraft 26.3** (alongside 26.1.2 and 26.2). Each file targets one Minecraft version — this one is for **Minecraft 26.2**. ### 🐉 Dragon form - **Its own animation rig** with real keyframe animations: idle, walk, run, sit, lie down, take-off, flight, glide and landing — toes spread on each step, the tail sways on its own. - **Wings and legs actually move now.** Most of the dragon's animation tracks were in a shorthand the game silently ignored, so it never flapped or walked. Fixed, and locked by a test. - **Wings on their own track** — they stay folded while the dragon roars, gets hurt or bites on the ground. **Eyes that blink.** - **Lie down:** *Sit* cycles **stand → sit → lie down → stand** (menu, hotkey or right-click). - **Hover:** release jump in the air and the dragon holds its altitude instead of sinking. - **You sit on it:** the rider sits in the saddle, stays on the back while banking or diving, and the neck dips while ridden so the head doesn't block your view. - **A body its size:** 1.9 × 1.9 collision box that grows with level — no more one-block doors. - **Safer dismount:** a plain right-click with a saddle no longer drops you mid-air — use **Sneak**. ### 🔧 Technical - The 26.2 file now declares `>=26.2 <26.3`; on 26.3 use the 26.3 file. - 26.3: loot tables, advancements and world-gen data rewritten for the new data format; the 26.3 build was verified on a dedicated server (world loads, all 20 loot tables, wild bushes generate).
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0.23.0 — The dragon comes alive (+ Minecraft 26.3)

0.23.0
21 окт. 2026 г.21Minecraft: 26.1.2fabric
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Что нового
## 0.23.0 — the dragon comes alive, and Minecraft 26.3 **Now on Minecraft 26.3** (alongside 26.1.2 and 26.2). Each file targets one Minecraft version — this one is for **Minecraft 26.1.2**. ### 🐉 Dragon form - **Its own animation rig** with real keyframe animations: idle, walk, run, sit, lie down, take-off, flight, glide and landing — toes spread on each step, the tail sways on its own. - **Wings and legs actually move now.** Most of the dragon's animation tracks were in a shorthand the game silently ignored, so it never flapped or walked. Fixed, and locked by a test. - **Wings on their own track** — they stay folded while the dragon roars, gets hurt or bites on the ground. **Eyes that blink.** - **Lie down:** *Sit* cycles **stand → sit → lie down → stand** (menu, hotkey or right-click). - **Hover:** release jump in the air and the dragon holds its altitude instead of sinking. - **You sit on it:** the rider sits in the saddle, stays on the back while banking or diving, and the neck dips while ridden so the head doesn't block your view. - **A body its size:** 1.9 × 1.9 collision box that grows with level — no more one-block doors. - **Safer dismount:** a plain right-click with a saddle no longer drops you mid-air — use **Sneak**. ### 🔧 Technical - The 26.2 file now declares `>=26.2 <26.3`; on 26.3 use the 26.3 file. - 26.3: loot tables, advancements and world-gen data rewritten for the new data format; the 26.3 build was verified on a dedicated server (world loads, all 20 loot tables, wild bushes generate).
release

v0.20.1 — Ejderha düzeltmeleri (MC 26.2)

0.20.1+26.2
31 авг. 2026 г.739Minecraft: 26.2fabric
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## 0.20.1 — the dragon fixes that 0.20.0 needed 0.20.0 rewrote how the dragon behaves on the ground. Playing it turned up four things that were still wrong, and one of them meant **none of the new ground animation was ever visible**. ### The walk animation was never playing The new standing, walking and resting poses each carry a 0..1 weight, and the walk weight was read from the entity's velocity vector. On the client that value is effectively **zero for any mob you are not riding** — a remote entity's position arrives in packets and its physics is not simulated, so velocity is only sent occasionally. The weight never rose above zero, so not one of the ground poses ever reached the screen: the legs really did stay still. It now comes from Minecraft's own walk animation state, which both sides compute from actual movement — the same source every vanilla walk cycle uses. The stride is a little longer too. ### It banked far too hard, and could look upside down Two separate causes: - **The bank angle came from the raw per-tick turn.** One flick of the mouse is 80–90 degrees in a single tick, which the old multiplier turned into 190 — so *every* mouse movement pinned the dragon at full bank. The turn rate is now linear up to a few degrees and saturates after that, the ceiling dropped from 42° to 24°, and the whole thing eases in more slowly. Normal cornering feels the same; whipping the camera around no longer throws the dragon on its side. - **The drawn nose angle had no limit.** It is derived from five ticks of height change, and a steep dive (especially while sprinting) produces 75–100 degrees. Past 90 the model crosses the vertical and reads as **upside down** — the "it spins all the way around" report. Clamped now. ### The skeleton form still triggered on a zombie in your face 0.20.0 added a rule to hand archery back to melee when a reachable target closes in — but set the threshold at 4.5 blocks, and the archer **backs away** as soon as a target is within 7. It kept the distance in the 5–7 band, so the rule never fired once. The hand-off distance now sits *above* that band for ordinary targets, and well below it for ranged enemies like skeletons and witches, where answering arrows with arrows is the whole point. Flying and unreachable targets, and Sniper stance, are unchanged. ### It followed too closely The dragon used the follow distances of a small pet — it stopped 2.6 blocks away, which for an eight-block animal means standing inside you. It now waits at about six blocks, like a horse. ### Also fixed - **A hurt Mochi refused to fight for fifty seconds**, not ten: the retreat timer counted calls, not ticks, and that method runs once every five ticks. - **The lantern placed a torch every forty seconds** instead of every four, for exactly the same reason. The feature looked broken because it effectively was. - **Choosing a lower armour tier charged you again** while destroying what you had already paid — two losses from one misclick. Downgrading is free now, like removing armour. - A pet standing in lava searched a thousand blocks for a way out **every single tick**; a wild Mochi scanned for droppable items every tick as well. Both are throttled. 236 unit tests, clean build on both Minecraft versions.
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v0.20.1 — Ejderha düzeltmeleri (MC 26.1.2)

0.20.1
31 авг. 2026 г.148Minecraft: 26.1.2fabric
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Что нового
## 0.20.1 — the dragon fixes that 0.20.0 needed 0.20.0 rewrote how the dragon behaves on the ground. Playing it turned up four things that were still wrong, and one of them meant **none of the new ground animation was ever visible**. ### The walk animation was never playing The new standing, walking and resting poses each carry a 0..1 weight, and the walk weight was read from the entity's velocity vector. On the client that value is effectively **zero for any mob you are not riding** — a remote entity's position arrives in packets and its physics is not simulated, so velocity is only sent occasionally. The weight never rose above zero, so not one of the ground poses ever reached the screen: the legs really did stay still. It now comes from Minecraft's own walk animation state, which both sides compute from actual movement — the same source every vanilla walk cycle uses. The stride is a little longer too. ### It banked far too hard, and could look upside down Two separate causes: - **The bank angle came from the raw per-tick turn.** One flick of the mouse is 80–90 degrees in a single tick, which the old multiplier turned into 190 — so *every* mouse movement pinned the dragon at full bank. The turn rate is now linear up to a few degrees and saturates after that, the ceiling dropped from 42° to 24°, and the whole thing eases in more slowly. Normal cornering feels the same; whipping the camera around no longer throws the dragon on its side. - **The drawn nose angle had no limit.** It is derived from five ticks of height change, and a steep dive (especially while sprinting) produces 75–100 degrees. Past 90 the model crosses the vertical and reads as **upside down** — the "it spins all the way around" report. Clamped now. ### The skeleton form still triggered on a zombie in your face 0.20.0 added a rule to hand archery back to melee when a reachable target closes in — but set the threshold at 4.5 blocks, and the archer **backs away** as soon as a target is within 7. It kept the distance in the 5–7 band, so the rule never fired once. The hand-off distance now sits *above* that band for ordinary targets, and well below it for ranged enemies like skeletons and witches, where answering arrows with arrows is the whole point. Flying and unreachable targets, and Sniper stance, are unchanged. ### It followed too closely The dragon used the follow distances of a small pet — it stopped 2.6 blocks away, which for an eight-block animal means standing inside you. It now waits at about six blocks, like a horse. ### Also fixed - **A hurt Mochi refused to fight for fifty seconds**, not ten: the retreat timer counted calls, not ticks, and that method runs once every five ticks. - **The lantern placed a torch every forty seconds** instead of every four, for exactly the same reason. The feature looked broken because it effectively was. - **Choosing a lower armour tier charged you again** while destroying what you had already paid — two losses from one misclick. Downgrading is free now, like removing armour. - A pet standing in lava searched a thousand blocks for a way out **every single tick**; a wild Mochi scanned for droppable items every tick as well. Both are throttled. 236 unit tests, clean build on both Minecraft versions.
release

v0.20.0 — Hata avı: ejderha yerde, form çakışmaları (MC 26.2)

0.20.0+26.2
31 авг. 2026 г.19Minecraft: 26.2fabric
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## 0.20.0 — a bug-hunting release No new features. This one is entirely about things that were quietly wrong, most of them found by playing with the dragon. ### The dragon on the ground Riding felt right; standing, walking and following did not — and it turned out to be **four** separate faults, not one. - It **used flight physics while standing on grass**. Flight friction stores speed, so a tap of W launched it and letting go slid it for metres. Flight now only starts when you press **jump**; on the ground it is a land mount, and leftover flight momentum is damped on touchdown. - A **standing dragon's body chased its head**. Minecraft turns a mob's body to follow its gaze — charming on a small pet, absurd on an eight-block dragon that pirouettes because you walked around it. Its head is free now; its body is not. - It **could not step up a single block**. Mobs step 0.6 by default, horses step 1.0. Every stone edge and stair cancelled its path and it lurched sideways looking for another route. - It **could not fit through a door**. Anything wider than one block asks the pathfinder for a two-block-wide route. Its collision box is now narrower than a doorway; the drawn dragon is unchanged and clicking it is as easy as before. Following on foot also got its own goal instead of the small-pet one: it re-plans often and looks for a walkable waypoint when the direct route is blocked. ### Sitting on it - **The dragon was narrower than you.** Its body is 1.5 blocks wide in model space, which at the old scale came out at 0.42 — thinner than a player. It is now sized so the back sits at about saddle height, and grows with its level. - **Your body did not turn with it.** Vanilla only does that for its own mounts. - **The saddle point was the wrong end of the dragon** — above the entity origin, which lands near the base of the tail. You now sit between the shoulder spines. - The drawn body no longer lags a third of a second behind your mouse (a deliberate weight effect for a boss that never lands, and exactly wrong for something you are strapped to). ### It learned to stand, walk and rest The Ender Dragon is a boss that never touches ground, so its model has **no ground poses at all**. It has them now: standing (feet planted, wings folded, slow breathing), walking (diagonal leg pairs, weight shifting through the body, a delayed sway down the tail) and resting (legs folded, neck lowered, wings tucked). The neck and tail are built from the dragon's flight trail, which is flat on the ground — so both hung there like a stick; they carry their own motion now. Poses also **blend**. The ground pose used to snap on in a single frame the moment it landed, so legs, wings and body jumped. Landing, taking off and stepping off a ledge are real transitions. ### Your Mochi stops being a skeleton when the zombie is on top of it Entering the archer form was smart; **staying** in it was not. Leaving only checked whether the target was still in bow range, so a shot that started at twelve blocks carried on while the zombie walked up and pressed against its face — the pet backing away instead of biting. A ground target that closes in and stays close now ends the archery, and the skeleton form drops immediately instead of lingering. Against something you genuinely cannot bite, or with **Sniper stance** on, the commitment is unchanged. ### Abilities that collided with each other - **A dragon that landed in water also became a dolphin.** You saw a dragon, but archery switched off, swimming physics fought the flight code, and you kept Dolphin's Grace permanently. - **Sitting did not cancel guarding or a bed assignment**, so a guard told to sit was both — and once stood back up it refused to follow you, with nothing to explain why. - **Whistling a guard just made it walk back** to its post. Calling a pet is an order to come. - **Turning the dragon form off in mid-air dropped you without slow fall** — fatal from altitude. - **A shoulder pet turned into a dragon kept its shoulder physics**: no gravity, no collision. - Flying ravens planted torches in mid-air, dolphins mined ore underwater, and a ridden dragon hoovered items off the ground. - A saddle let you mount an exhausted dragon that an empty hand correctly refused. - Unequipping a backpack could drop its contents 200 blocks away. - A ridden pet could be shoved around by other mobs. - Free-falling counted as flying and burned the dragon's flight tank. ### Quieter in the background The shoulder-pet layer no longer queries the world once per frame per player, combat re-targeting no longer scans a 48-block box every tick, and pets loaded in the same chunk no longer run their heavy scans on the same tick as one another. --- 231 unit tests, clean build on both Minecraft versions.
release

v0.20.0 — Hata avı: ejderha yerde, form çakışmaları (MC 26.1.2)

0.20.0
31 авг. 2026 г.17Minecraft: 26.1.2fabric
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Что нового
## 0.20.0 — a bug-hunting release No new features. This one is entirely about things that were quietly wrong, most of them found by playing with the dragon. ### The dragon on the ground Riding felt right; standing, walking and following did not — and it turned out to be **four** separate faults, not one. - It **used flight physics while standing on grass**. Flight friction stores speed, so a tap of W launched it and letting go slid it for metres. Flight now only starts when you press **jump**; on the ground it is a land mount, and leftover flight momentum is damped on touchdown. - A **standing dragon's body chased its head**. Minecraft turns a mob's body to follow its gaze — charming on a small pet, absurd on an eight-block dragon that pirouettes because you walked around it. Its head is free now; its body is not. - It **could not step up a single block**. Mobs step 0.6 by default, horses step 1.0. Every stone edge and stair cancelled its path and it lurched sideways looking for another route. - It **could not fit through a door**. Anything wider than one block asks the pathfinder for a two-block-wide route. Its collision box is now narrower than a doorway; the drawn dragon is unchanged and clicking it is as easy as before. Following on foot also got its own goal instead of the small-pet one: it re-plans often and looks for a walkable waypoint when the direct route is blocked. ### Sitting on it - **The dragon was narrower than you.** Its body is 1.5 blocks wide in model space, which at the old scale came out at 0.42 — thinner than a player. It is now sized so the back sits at about saddle height, and grows with its level. - **Your body did not turn with it.** Vanilla only does that for its own mounts. - **The saddle point was the wrong end of the dragon** — above the entity origin, which lands near the base of the tail. You now sit between the shoulder spines. - The drawn body no longer lags a third of a second behind your mouse (a deliberate weight effect for a boss that never lands, and exactly wrong for something you are strapped to). ### It learned to stand, walk and rest The Ender Dragon is a boss that never touches ground, so its model has **no ground poses at all**. It has them now: standing (feet planted, wings folded, slow breathing), walking (diagonal leg pairs, weight shifting through the body, a delayed sway down the tail) and resting (legs folded, neck lowered, wings tucked). The neck and tail are built from the dragon's flight trail, which is flat on the ground — so both hung there like a stick; they carry their own motion now. Poses also **blend**. The ground pose used to snap on in a single frame the moment it landed, so legs, wings and body jumped. Landing, taking off and stepping off a ledge are real transitions. ### Your Mochi stops being a skeleton when the zombie is on top of it Entering the archer form was smart; **staying** in it was not. Leaving only checked whether the target was still in bow range, so a shot that started at twelve blocks carried on while the zombie walked up and pressed against its face — the pet backing away instead of biting. A ground target that closes in and stays close now ends the archery, and the skeleton form drops immediately instead of lingering. Against something you genuinely cannot bite, or with **Sniper stance** on, the commitment is unchanged. ### Abilities that collided with each other - **A dragon that landed in water also became a dolphin.** You saw a dragon, but archery switched off, swimming physics fought the flight code, and you kept Dolphin's Grace permanently. - **Sitting did not cancel guarding or a bed assignment**, so a guard told to sit was both — and once stood back up it refused to follow you, with nothing to explain why. - **Whistling a guard just made it walk back** to its post. Calling a pet is an order to come. - **Turning the dragon form off in mid-air dropped you without slow fall** — fatal from altitude. - **A shoulder pet turned into a dragon kept its shoulder physics**: no gravity, no collision. - Flying ravens planted torches in mid-air, dolphins mined ore underwater, and a ridden dragon hoovered items off the ground. - A saddle let you mount an exhausted dragon that an empty hand correctly refused. - Unequipping a backpack could drop its contents 200 blocks away. - A ridden pet could be shoved around by other mobs. - Free-falling counted as flying and burned the dragon's flight tank. ### Quieter in the background The shoulder-pet layer no longer queries the world once per frame per player, combat re-targeting no longer scans a 48-block box every tick, and pets loaded in the same chunk no longer run their heavy scans on the same tick as one another. --- 231 unit tests, clean build on both Minecraft versions.
release

Mochi Pets 0.19.1 (26.2)

0.19.1+26.2
30 авг. 2026 г.45Minecraft: 26.2fabric
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Что нового
## 🔔 Update notices, for servers too The mod already told a single player when a newer build was on Modrinth. Two blind spots are now covered: - **Dedicated servers check for themselves.** On start-up the server asks Modrinth once, in the background and silent on failure, and writes the answer to the console. Any **operator** who joins also gets it in chat; regular players are not bothered with it, since the server's build is not theirs to update. - **Version mismatch is finally visible.** The server now tells your client which build it is running, and if it differs from yours you are told once, on join. A large share of "it does not work on your server" reports are exactly this, and until now nothing said it out loud. Both obey the same `updateCheck` setting, and the mod still never downloads or replaces anything by itself — a running jar cannot be hot-swapped safely. Under the hood the version logic now lives in one place for client and server alike, with tests locking the trap that bit it once before: comparing versions as text makes `0.9.1` look newer than `0.19.0`.
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Mochi Pets 0.19.1 (26.1.2)

0.19.1
30 авг. 2026 г.20Minecraft: 26.1.2fabric
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Что нового
## 🔔 Update notices, for servers too The mod already told a single player when a newer build was on Modrinth. Two blind spots are now covered: - **Dedicated servers check for themselves.** On start-up the server asks Modrinth once, in the background and silent on failure, and writes the answer to the console. Any **operator** who joins also gets it in chat; regular players are not bothered with it, since the server's build is not theirs to update. - **Version mismatch is finally visible.** The server now tells your client which build it is running, and if it differs from yours you are told once, on join. A large share of "it does not work on your server" reports are exactly this, and until now nothing said it out loud. Both obey the same `updateCheck` setting, and the mod still never downloads or replaces anything by itself — a running jar cannot be hot-swapped safely. Under the hood the version logic now lives in one place for client and server alike, with tests locking the trap that bit it once before: comparing versions as text makes `0.9.1` look newer than `0.19.0`.
release

Mochi Pets 0.19.0 (26.2)

0.19.0+26.2
30 авг. 2026 г.11Minecraft: 26.2fabric
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## 🫁 The dragon gets tired — and breathes fire A dragon you can ride forever is a creative-mode flight toy with wings. This one has **two tanks** and a **weapon**. ### Stamina - **Flight:** up to **five minutes** aloft at level 30 (two at the unlock level). It drains in the air and refills about twice as fast on the ground. - **Boost (Ctrl):** a separate, much smaller tank — twelve to thirty seconds — that refills slowly while cruising and quickly on the ground. Holding Ctrl also burns the *flight* tank three times faster, so you cannot simply keep it pressed. - **A gauge while you ride:** both tanks in the action bar, with a warning at a quarter left. - **When it is spent it lands, it does not fall.** The dragon glides down under control, sets you on your feet, sits and rests. It will not take off again until it is a quarter full — and it says so if you try. **Feed it** to cut the wait; resting works with the form switched off too. ### Fire breath Bind the new **Dragon Fire Breath** key and, from its back, your dragon spits a ball of dragon fire from its mouth — the Ender Dragon's own weapon, leaving a cloud of breath where it lands. It **damages mobs but never breaks or burns a block**. Ten seconds between shots, and each one costs a tenth of the flight tank: a full tank is ten breaths. ## 👻 Phantoms are fair game again Your Mochi used to shoo phantoms away like a cat, with a strange side effect: they could neither reach you nor leave, so they circled overhead forever. The shooing is gone — phantoms attack again, and a Mochi with a bow answers by turning into its little skeleton and **shooting them out of the sky**. If it cannot (no bow, no arrows, or not the right level) it tells you exactly what it is missing instead of standing there. ## 🍖 Only *your* hand feeds it A tamed Mochi no longer trots off to any stranger holding food — on a server, someone else's snack cannot lead your pet away, and it will not beg to them either. Wild ones still come to anybody: that is how you tame them. ## 🧹 Also fixed - **It stops pacing while you stand still.** AFK or just reading a chest, your Mochi would wander a few blocks off and get pulled back, over and over. Now it waits beside you until you move. - **No more skeleton form in your face.** It only switches to the archer body when the target is genuinely far (nine blocks; seven for enemies shooting back). Anything closer gets teeth. Flyers are still shot at any range — you cannot bite a phantom. - **A landed dragon folds its wings** instead of flapping at full speed while standing still.
release

Mochi Pets 0.19.0 (26.1.2)

0.19.0
30 авг. 2026 г.14Minecraft: 26.1.2fabric
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Что нового
## 🫁 The dragon gets tired — and breathes fire A dragon you can ride forever is a creative-mode flight toy with wings. This one has **two tanks** and a **weapon**. ### Stamina - **Flight:** up to **five minutes** aloft at level 30 (two at the unlock level). It drains in the air and refills about twice as fast on the ground. - **Boost (Ctrl):** a separate, much smaller tank — twelve to thirty seconds — that refills slowly while cruising and quickly on the ground. Holding Ctrl also burns the *flight* tank three times faster, so you cannot simply keep it pressed. - **A gauge while you ride:** both tanks in the action bar, with a warning at a quarter left. - **When it is spent it lands, it does not fall.** The dragon glides down under control, sets you on your feet, sits and rests. It will not take off again until it is a quarter full — and it says so if you try. **Feed it** to cut the wait; resting works with the form switched off too. ### Fire breath Bind the new **Dragon Fire Breath** key and, from its back, your dragon spits a ball of dragon fire from its mouth — the Ender Dragon's own weapon, leaving a cloud of breath where it lands. It **damages mobs but never breaks or burns a block**. Ten seconds between shots, and each one costs a tenth of the flight tank: a full tank is ten breaths. ## 👻 Phantoms are fair game again Your Mochi used to shoo phantoms away like a cat, with a strange side effect: they could neither reach you nor leave, so they circled overhead forever. The shooing is gone — phantoms attack again, and a Mochi with a bow answers by turning into its little skeleton and **shooting them out of the sky**. If it cannot (no bow, no arrows, or not the right level) it tells you exactly what it is missing instead of standing there. ## 🍖 Only *your* hand feeds it A tamed Mochi no longer trots off to any stranger holding food — on a server, someone else's snack cannot lead your pet away, and it will not beg to them either. Wild ones still come to anybody: that is how you tame them. ## 🧹 Also fixed - **It stops pacing while you stand still.** AFK or just reading a chest, your Mochi would wander a few blocks off and get pulled back, over and over. Now it waits beside you until you move. - **No more skeleton form in your face.** It only switches to the archer body when the target is genuinely far (nine blocks; seven for enemies shooting back). Anything closer gets teeth. Flyers are still shot at any range — you cannot bite a phantom. - **A landed dragon folds its wings** instead of flapping at full speed while standing still.
release

Mochi Pets 0.18.1 (26.2)

0.18.1+26.2
30 авг. 2026 г.18Minecraft: 26.2fabric
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## 🐉 The dragon flies like a dragon now Three things from the first flight: - **Hold Ctrl to open it up.** The sprint key now works on the dragon: hold it while flying forward and it moves like something with a fifteen-metre wingspan should. The base speed went up too — even without Ctrl it is about a third faster than 0.18.0, and roughly twice a sprinting player already at the unlock level. - **It banks into the turn.** Strafe left or swing the camera and the dragon leans that way, wing down, then levels out — instead of sliding around perfectly flat. The lean is computed from its real sideways speed and turn rate, so it reads as weight rather than as an animation loop. - **You can actually click it.** A five-block animal was being picked like a half-block hamster: you had to hit the exact centre to mount. Now the click box matches the animal you see — the body, the neck, a wing, all work. Its *collision* box only grew a little, on purpose: a genuinely five-block-wide pet would wedge itself in every doorway. Nothing else changed — same switch, same controls, same unlock level.
release

Mochi Pets 0.18.1 (26.1.2)

0.18.1
30 авг. 2026 г.11Minecraft: 26.1.2fabric
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Что нового
## 🐉 The dragon flies like a dragon now Three things from the first flight: - **Hold Ctrl to open it up.** The sprint key now works on the dragon: hold it while flying forward and it moves like something with a fifteen-metre wingspan should. The base speed went up too — even without Ctrl it is about a third faster than 0.18.0, and roughly twice a sprinting player already at the unlock level. - **It banks into the turn.** Strafe left or swing the camera and the dragon leans that way, wing down, then levels out — instead of sliding around perfectly flat. The lean is computed from its real sideways speed and turn rate, so it reads as weight rather than as an animation loop. - **You can actually click it.** A five-block animal was being picked like a half-block hamster: you had to hit the exact centre to mount. Now the click box matches the animal you see — the body, the neck, a wing, all work. Its *collision* box only grew a little, on purpose: a genuinely five-block-wide pet would wedge itself in every doorway. Nothing else changed — same switch, same controls, same unlock level.
release

Mochi Pets 0.18.0 (26.2)

0.18.0+26.2
30 авг. 2026 г.11Minecraft: 26.2fabric
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## 🐉 Dragon form — and you ride it Your Mochi already borrows a body when it needs one: a skeleton to shoot, a dolphin to swim, a bat to fly to you. This is the fourth one, and the big one. Flip the **Dragon** switch in the ability panel (or bind the new shortcut, or type `/mochi dragon`) and your Mochi unfolds into a small Ender Dragon **in its own colour** — the same morph tint it always had, so the thing circling above you is still *your* pet. Turn the switch off and it is a Mochi again, instantly. **Right-click it with an empty hand to climb on.** - **It flies where you look.** Nose up to climb, nose down to dive, space to gain height, and when you let go of the controls it glides down and lands on its own. There is no separate descend key on purpose: sneaking dismounts you, the way it does on every vanilla mount. - **It grows with your pet.** At the unlock level it is a modest flier; by level 30 it is noticeably bigger and roughly twice as fast. - **It is a mount, not a weapon.** In dragon form it will not bite, will not shoot, and will not sit on your shoulder — the same rule the other flight forms follow. - **Not riding it?** It flies to you on its own wings instead of walking half the map. - **Step off in mid-air** and it hands you Slow Falling on the way down. No silent deaths. Unlocks at **level 20 by default**, and like archery that level is a setting (*Dragon unlock level*, 1-30), so you can bring it forward or push it back to taste. Servers can switch the whole feature off. Existing pets are untouched: the dragon switch starts **off** on every Mochi, old and new. Nobody logs in to find their companion has turned into a dragon. ### Also in this release - A 14th keybind (unbound by default, like the other thirteen) and the `/mochi dragon` command. - All 8 languages updated (586 keys each); 171 unit tests, all green on both Minecraft branches.
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Mochi Pets 0.18.0 (26.1.2)

0.18.0
30 авг. 2026 г.7Minecraft: 26.1.2fabric
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## 🐉 Dragon form — and you ride it Your Mochi already borrows a body when it needs one: a skeleton to shoot, a dolphin to swim, a bat to fly to you. This is the fourth one, and the big one. Flip the **Dragon** switch in the ability panel (or bind the new shortcut, or type `/mochi dragon`) and your Mochi unfolds into a small Ender Dragon **in its own colour** — the same morph tint it always had, so the thing circling above you is still *your* pet. Turn the switch off and it is a Mochi again, instantly. **Right-click it with an empty hand to climb on.** - **It flies where you look.** Nose up to climb, nose down to dive, space to gain height, and when you let go of the controls it glides down and lands on its own. There is no separate descend key on purpose: sneaking dismounts you, the way it does on every vanilla mount. - **It grows with your pet.** At the unlock level it is a modest flier; by level 30 it is noticeably bigger and roughly twice as fast. - **It is a mount, not a weapon.** In dragon form it will not bite, will not shoot, and will not sit on your shoulder — the same rule the other flight forms follow. - **Not riding it?** It flies to you on its own wings instead of walking half the map. - **Step off in mid-air** and it hands you Slow Falling on the way down. No silent deaths. Unlocks at **level 20 by default**, and like archery that level is a setting (*Dragon unlock level*, 1-30), so you can bring it forward or push it back to taste. Servers can switch the whole feature off. Existing pets are untouched: the dragon switch starts **off** on every Mochi, old and new. Nobody logs in to find their companion has turned into a dragon. ### Also in this release - A 14th keybind (unbound by default, like the other thirteen) and the `/mochi dragon` command. - All 8 languages updated (586 keys each); 171 unit tests, all green on both Minecraft branches.
release

Mochi Pets 0.17.0 (26.2)

0.17.0+26.2
30 авг. 2026 г.17Minecraft: 26.2fabric
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## 🔊 It finally has a voice Mochi had **seven** sounds, shared across seventy places in the code by shifting the pitch. An audit found three things nobody could have noticed by playing: - **The danger sound was silent** — `warn1.ogg` peaked at −67 dBFS. It was the mod's most-played sound: **every melee hit**, the behind-you warning, the bag-full notice, the storm strike, the dodge. Mochi has been fighting in complete silence this whole time. - **Ten of eleven files were stereo**, so Minecraft never ran them through its 3D engine — no distance falloff, no direction. Your pet sounded identical thirty blocks away. - **Two files were byte-identical**: "I found a valuable ore!" was an ordinary idle chirp. ### Nineteen sounds, one voice Every sound is now synthesised from a **single instrument** — same harmonic stack, same vibrato, same pitch set; only the contour changes. They all sound like the same creature by construction, not by luck. Short and readable too: 0.12–0.46 s, at most three notes. **Twelve events that had no sound at all:** attack · landing · sad · greeting · lonely call · purr · begging · sleeping · level up · transform · sneeze · yawn. - **Each Mochi has its own voice** — pitch derived from its size gene plus a stable per-pet offset, so you can tell your pack apart by ear. - **It stops speaking in other forms** — the dolphin and the raven were chirping like a red panda. - **Sleeping Mochi snores.** Lonely Mochi calls out, and calls more often, so a lost pet can actually be found by ear. - Subtitles for all nineteen events in all eight languages. ### Also fixed - **Half of a shoulder-riding Mochi was dead code.** The perch branch returned early, so feeding you from its pouch, scaring creepers, ore/danger scanning, the watchdog, sleeping beside you, bond growth and **every cooldown timer** never ran while perched. A pet picked up mid-alert stayed stuck in that state. - **Depot / home / guard anchors carried no dimension.** Block coordinates are dimension-agnostic, so walking into the Nether could silently erase a bound depot, or dump items into an unrelated chest. Existing worlds are unaffected. - **Raven form had no combat gate.** It could bite and fire arrows mid-flight, and a sit / guard / home order did not end the flight — a pet told to sit kept flying away. - Sleeping pose could stick if you logged out while asleep.
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Mochi Pets 0.17.0 (26.1.2)

0.17.0
30 авг. 2026 г.8Minecraft: 26.1.2fabric
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## 🔊 It finally has a voice Mochi had **seven** sounds, shared across seventy places in the code by shifting the pitch. An audit found three things nobody could have noticed by playing: - **The danger sound was silent** — `warn1.ogg` peaked at −67 dBFS. It was the mod's most-played sound: **every melee hit**, the behind-you warning, the bag-full notice, the storm strike, the dodge. Mochi has been fighting in complete silence this whole time. - **Ten of eleven files were stereo**, so Minecraft never ran them through its 3D engine — no distance falloff, no direction. Your pet sounded identical thirty blocks away. - **Two files were byte-identical**: "I found a valuable ore!" was an ordinary idle chirp. ### Nineteen sounds, one voice Every sound is now synthesised from a **single instrument** — same harmonic stack, same vibrato, same pitch set; only the contour changes. They all sound like the same creature by construction, not by luck. Short and readable too: 0.12–0.46 s, at most three notes. **Twelve events that had no sound at all:** attack · landing · sad · greeting · lonely call · purr · begging · sleeping · level up · transform · sneeze · yawn. - **Each Mochi has its own voice** — pitch derived from its size gene plus a stable per-pet offset, so you can tell your pack apart by ear. - **It stops speaking in other forms** — the dolphin and the raven were chirping like a red panda. - **Sleeping Mochi snores.** Lonely Mochi calls out, and calls more often, so a lost pet can actually be found by ear. - Subtitles for all nineteen events in all eight languages. ### Also fixed - **Half of a shoulder-riding Mochi was dead code.** The perch branch returned early, so feeding you from its pouch, scaring creepers, ore/danger scanning, the watchdog, sleeping beside you, bond growth and **every cooldown timer** never ran while perched. A pet picked up mid-alert stayed stuck in that state. - **Depot / home / guard anchors carried no dimension.** Block coordinates are dimension-agnostic, so walking into the Nether could silently erase a bound depot, or dump items into an unrelated chest. Existing worlds are unaffected. - **Raven form had no combat gate.** It could bite and fire arrows mid-flight, and a sit / guard / home order did not end the flight — a pet told to sit kept flying away. - Sleeping pose could stick if you logged out while asleep.
release

Adorable Mochi Pets 0.16.3 (26.2)

0.16.3+26.2
29 авг. 2026 г.26Minecraft: 26.2fabric
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## 0.16.3 - No more running on top of the water **The dolphin's help now needs the swim pose.** Floating upright at the surface, you were skimming across the top of the water as if it were solid ground. 0.16.2 gated the nose-tow, and that was only half of it: Dolphin's Grace raises your in-water speed all on its own, so an upright player kept gliding on nothing. The Grace is now granted only while you are actually swimming and taken back the moment you stand up. A Grace you got from a real dolphin, a potion or a command is left alone - the pet only ever removes the short burst it granted itself.
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Adorable Mochi Pets 0.16.3 (26.1.2)

0.16.3
29 авг. 2026 г.12Minecraft: 26.1.2fabric
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## 0.16.3 - No more running on top of the water **The dolphin's help now needs the swim pose.** Floating upright at the surface, you were skimming across the top of the water as if it were solid ground. 0.16.2 gated the nose-tow, and that was only half of it: Dolphin's Grace raises your in-water speed all on its own, so an upright player kept gliding on nothing. The Grace is now granted only while you are actually swimming and taken back the moment you stand up. A Grace you got from a real dolphin, a potion or a command is left alone - the pet only ever removes the short burst it granted itself.
release

Adorable Mochi Pets 0.16.2 (26.2)

0.16.2+26.2
29 авг. 2026 г.13Minecraft: 26.2fabric
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## 0.16.2 - The dolphin escorts you, and only pulls when you swim **It escorts instead of hunting.** In water your Mochi no longer abandons you to chase something across the sea floor - it fights whatever comes within ten blocks of *you* and leaves the rest. That was two bugs in one: it swam off, and the moment it did you lost Dolphin's Grace and the tow, so you slowed to a crawl in open water for no visible reason. On land or in a boat the normal combat rules still apply. **The tow only works while you are actually swimming** - the swim pose, not merely being in water. Standing upright at the surface with the impulse applied made you skim across the top as if you were running on solid ground. Upright: nothing. Switch to swimming: the dolphin pulls. Dolphin's Grace itself is untouched - the impulse was what made you look like you were running on water, not the effect.
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Adorable Mochi Pets 0.16.2 (26.1.2)

0.16.2
29 авг. 2026 г.11Minecraft: 26.1.2fabric
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## 0.16.2 - The dolphin escorts you, and only pulls when you swim **It escorts instead of hunting.** In water your Mochi no longer abandons you to chase something across the sea floor - it fights whatever comes within ten blocks of *you* and leaves the rest. That was two bugs in one: it swam off, and the moment it did you lost Dolphin's Grace and the tow, so you slowed to a crawl in open water for no visible reason. On land or in a boat the normal combat rules still apply. **The tow only works while you are actually swimming** - the swim pose, not merely being in water. Standing upright at the surface with the impulse applied made you skim across the top as if you were running on solid ground. Upright: nothing. Switch to swimming: the dolphin pulls. Dolphin's Grace itself is untouched - the impulse was what made you look like you were running on water, not the effect.
release

Adorable Mochi Pets 0.16.1 (26.2)

0.16.1+26.2
29 авг. 2026 г.11Minecraft: 26.2fabric
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## 0.16.1 - The dolphin escorts you instead of hunting Two bugs, one root: in water your Mochi would suddenly abandon you to chase something across the sea floor - and the moment it left, **you lost Dolphin's Grace and the tow**, so you slowed to a crawl in open water for no visible reason. - **It escorts now.** With you in the water it fights anything within ten blocks of *you* and leaves everything else alone. On land or in a boat the normal combat rules still apply. - **The tow only works while you are actually swimming.** Bobbing at the surface with the impulse applied made you skim across the top of the water as if you were running on it. Vanilla's Dolphin's Grace has the same rule; now so does this. Both are locked by tests, because this behaviour has been reported broken twice.
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Adorable Mochi Pets 0.16.1 (26.1.2)

0.16.1
29 авг. 2026 г.10Minecraft: 26.1.2fabric
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## 0.16.1 - The dolphin escorts you instead of hunting Two bugs, one root: in water your Mochi would suddenly abandon you to chase something across the sea floor - and the moment it left, **you lost Dolphin's Grace and the tow**, so you slowed to a crawl in open water for no visible reason. - **It escorts now.** With you in the water it fights anything within ten blocks of *you* and leaves everything else alone. On land or in a boat the normal combat rules still apply. - **The tow only works while you are actually swimming.** Bobbing at the surface with the impulse applied made you skim across the top of the water as if you were running on it. Vanilla's Dolphin's Grace has the same rule; now so does this. Both are locked by tests, because this behaviour has been reported broken twice.
release

Adorable Mochi Pets 0.16.0 (26.2)

0.16.0+26.2
29 авг. 2026 г.11Minecraft: 26.2fabric
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## 0.16.0 - It fights like something with a brain ### Targets are scored, not measured Target selection was vanilla's nearest-monster goal, which does exactly what its name says. In play that meant a skeleton raining arrows on you from nine blocks away while your Mochi trotted off to a spider four blocks away that was bothering nobody. - **Whatever is locked onto you wins** - "it is attacking you" outranks "it is near you", always. - **Distance is measured from you**, not from the pet. - **Finish what is nearly dead** - two half-killed mobs are worse than one dead one. - **Silence the archers first** - a skeleton, blaze or witch outranks another melee mob. - **The pack spreads out** - three Mochis no longer pile onto the same zombie. - **Nothing behind a wall** - an unreachable target scores below *every* reachable one, so your pet never stands staring at stone. Not excluded outright, so an archer Mochi can still shoot it when it is the only thing there. ### And it positions instead of walking into faces - **Flanks** - approaches behind a mob rather than standing in the arrow line in front of it. - **Backs away from a swelling creeper** instead of walking into the blast. - **Sticks to ranged enemies** - mid range is the worst place to be against a skeleton. ### One pet, one job at a time Every ability used to run independently in the same tick: you fought a zombie while your Mochi calmly kept mining, it broke blocks with a full bag and spilled the drops beside the chest it had been told to use, and with both a pickaxe and an axe it shuffled between a tree and an ore. There is one ordering now - survive, then you, then logistics, then work - and the panel says **what it is doing right now**, in colour. ### Also fixed Coming out of a transformation left the pet sliding sideways as if a key were stuck: the flight or swim momentum, the body angle the form had forced, and the old navigation target were all carried over. All three are cleared on landing now, for every form. Fifty new tests lock the scoring weights, the approach geometry and the job ordering.
release

Adorable Mochi Pets 0.16.0 (26.1.2)

0.16.0
29 авг. 2026 г.7Minecraft: 26.1.2fabric
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## 0.16.0 - It fights like something with a brain ### Targets are scored, not measured Target selection was vanilla's nearest-monster goal, which does exactly what its name says. In play that meant a skeleton raining arrows on you from nine blocks away while your Mochi trotted off to a spider four blocks away that was bothering nobody. - **Whatever is locked onto you wins** - "it is attacking you" outranks "it is near you", always. - **Distance is measured from you**, not from the pet. - **Finish what is nearly dead** - two half-killed mobs are worse than one dead one. - **Silence the archers first** - a skeleton, blaze or witch outranks another melee mob. - **The pack spreads out** - three Mochis no longer pile onto the same zombie. - **Nothing behind a wall** - an unreachable target scores below *every* reachable one, so your pet never stands staring at stone. Not excluded outright, so an archer Mochi can still shoot it when it is the only thing there. ### And it positions instead of walking into faces - **Flanks** - approaches behind a mob rather than standing in the arrow line in front of it. - **Backs away from a swelling creeper** instead of walking into the blast. - **Sticks to ranged enemies** - mid range is the worst place to be against a skeleton. ### One pet, one job at a time Every ability used to run independently in the same tick: you fought a zombie while your Mochi calmly kept mining, it broke blocks with a full bag and spilled the drops beside the chest it had been told to use, and with both a pickaxe and an axe it shuffled between a tree and an ore. There is one ordering now - survive, then you, then logistics, then work - and the panel says **what it is doing right now**, in colour. ### Also fixed Coming out of a transformation left the pet sliding sideways as if a key were stuck: the flight or swim momentum, the body angle the form had forced, and the old navigation target were all carried over. All three are cleared on landing now, for every form. Fifty new tests lock the scoring weights, the approach geometry and the job ordering.
release

Adorable Mochi Pets 0.14.0 (26.2)

0.14.0+26.2
29 авг. 2026 г.11Minecraft: 26.2fabric
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## 0.14.0 - It flies to you instead of teleporting Teleporting is how most pets solve distance, and it looks exactly as cheap as it is: you finish a fight, your Mochi finishes its mob, and it simply blinks to your side. That is gone. - **Close by, it walks and runs** to you, the way it always should have. - **Far away, it turns into a small flier** - a raven's errand, borrowing the vanilla bat's wings - and comes to you **through the air**, over the trees and cliffs, in your pet's own colour. It climbs while it is far, glides down as it arrives, then drops back into a Mochi beside you. - **Teleporting is the exception now, not the rule.** It happens only when flying could not finish the job: a fifteen-second flight that got nowhere, another dimension, or a jump so far that no wings would help. Your pet still never gets lost. - It is a switch in the abilities panel like everything else - turn **Raven flight** off and the old behaviour comes back. ### The dolphin keeps up, and swims straight Two fixes from the same root: while swimming, the pet's velocity is set directly, so the vanilla move control - the only thing that turned its body - never ran. - **It was slower than the speed it was giving you**, fell behind, and then teleported to catch up. It now swims faster than it tows, pushes harder the further behind it gets, and will not teleport in water until you are genuinely about to lose it. - **It swam sideways**, because its body still faced wherever the Mochi last walked on land. It now points where it is going, and aims at your feet rather than your head. ### Also Trees and ore veins come down in one go, with the whole tree or vein landing in the backpack; the journal counts logs rather than the leaves that fell with them; and you hear the block break just as you would if you had swung the tool yourself.
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Adorable Mochi Pets 0.14.0 (26.1.2)

0.14.0
29 авг. 2026 г.4Minecraft: 26.1.2fabric
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## 0.14.0 - It flies to you instead of teleporting Teleporting is how most pets solve distance, and it looks exactly as cheap as it is: you finish a fight, your Mochi finishes its mob, and it simply blinks to your side. That is gone. - **Close by, it walks and runs** to you, the way it always should have. - **Far away, it turns into a small flier** - a raven's errand, borrowing the vanilla bat's wings - and comes to you **through the air**, over the trees and cliffs, in your pet's own colour. It climbs while it is far, glides down as it arrives, then drops back into a Mochi beside you. - **Teleporting is the exception now, not the rule.** It happens only when flying could not finish the job: a fifteen-second flight that got nowhere, another dimension, or a jump so far that no wings would help. Your pet still never gets lost. - It is a switch in the abilities panel like everything else - turn **Raven flight** off and the old behaviour comes back. ### The dolphin keeps up, and swims straight Two fixes from the same root: while swimming, the pet's velocity is set directly, so the vanilla move control - the only thing that turned its body - never ran. - **It was slower than the speed it was giving you**, fell behind, and then teleported to catch up. It now swims faster than it tows, pushes harder the further behind it gets, and will not teleport in water until you are genuinely about to lose it. - **It swam sideways**, because its body still faced wherever the Mochi last walked on land. It now points where it is going, and aims at your feet rather than your head. ### Also Trees and ore veins come down in one go, with the whole tree or vein landing in the backpack; the journal counts logs rather than the leaves that fell with them; and you hear the block break just as you would if you had swung the tool yourself.
release

Adorable Mochi Pets 0.13.2 (26.2)

0.13.2+26.2
29 авг. 2026 г.23Minecraft: 26.2fabric
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## 0.13.2 - Whole trees, whole veins, and a dolphin that actually tows you ### Fell the bottom log, the whole tree falls Chopping went one block at a time, which made an axe-carrying Mochi feel like it was nibbling. The break time is now spent on the **first block only**; when it goes, every connected log and its natural leaves come down with it and **all of it lands in the backpack**. A stack of logs with no leaves attached is treated as something you built, not a tree, and only the single block breaks. ### Break one ore, the whole vein goes Same for mining - the blocks behind and beside the one it is breaking come out together. Deepslate and stone variants of the same ore count as **one vein**, because a vein split across that boundary is still one vein to you; different ores never chain into each other. Both are bounded on purpose: a tree is capped at 96 logs within six blocks of the trunk, a vein at 48 blocks within five, the tool is worn **per block** and stops the instant it breaks, and the tool is checked for **every** block - so a stone pickaxe never reaches the diamond next door. XP from a single tree or vein is capped: this is a helper, not a levelling engine. The journal counts logs, not the leaves that came down with them, and you hear the block break exactly as you would if you had swung the tool yourself. ### The dolphin actually tows you now Dolphin's Grace alone was not enough. In vanilla that effect only shines while you are *swimming* (sprint-swim), so treading water felt like nothing had changed - and the nudge meant to fill that gap was measured wrong: water drag ate it before the next tick. It is a real tow now, with a hard speed ceiling, applied only while you are actually moving, and the Grace shows in your HUD. Thirteen new tests lock the rules for bulk harvesting: a leafless stack of logs is never treated as a tree, coal never chains into diamond, deepslate counts as the same vein, and the XP a single tree or vein can give stays capped.
release

Adorable Mochi Pets 0.13.2 (26.1.2)

0.13.2
29 авг. 2026 г.6Minecraft: 26.1.2fabric
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## 0.13.2 - Whole trees, whole veins, and a dolphin that actually tows you ### Fell the bottom log, the whole tree falls Chopping went one block at a time, which made an axe-carrying Mochi feel like it was nibbling. The break time is now spent on the **first block only**; when it goes, every connected log and its natural leaves come down with it and **all of it lands in the backpack**. A stack of logs with no leaves attached is treated as something you built, not a tree, and only the single block breaks. ### Break one ore, the whole vein goes Same for mining - the blocks behind and beside the one it is breaking come out together. Deepslate and stone variants of the same ore count as **one vein**, because a vein split across that boundary is still one vein to you; different ores never chain into each other. Both are bounded on purpose: a tree is capped at 96 logs within six blocks of the trunk, a vein at 48 blocks within five, the tool is worn **per block** and stops the instant it breaks, and the tool is checked for **every** block - so a stone pickaxe never reaches the diamond next door. XP from a single tree or vein is capped: this is a helper, not a levelling engine. The journal counts logs, not the leaves that came down with them, and you hear the block break exactly as you would if you had swung the tool yourself. ### The dolphin actually tows you now Dolphin's Grace alone was not enough. In vanilla that effect only shines while you are *swimming* (sprint-swim), so treading water felt like nothing had changed - and the nudge meant to fill that gap was measured wrong: water drag ate it before the next tick. It is a real tow now, with a hard speed ceiling, applied only while you are actually moving, and the Grace shows in your HUD. Thirteen new tests lock the rules for bulk harvesting: a leafless stack of logs is never treated as a tree, coal never chains into diamond, deepslate counts as the same vein, and the XP a single tree or vein can give stays capped.
release

Adorable Mochi Pets 0.13.1 (26.2)

0.13.1+26.2
29 авг. 2026 г.8Minecraft: 26.2fabric
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## 0.13.1 - Whole trees, whole veins, and a dolphin that actually tows you ### Fell the bottom log, the whole tree falls Chopping went one block at a time, which made an axe-carrying Mochi feel like it was nibbling. The break time is now spent on the **first block only**; when it goes, every connected log and its natural leaves come down with it and **all of it lands in the backpack**. A stack of logs with no leaves attached is treated as something you built, not a tree, and only the single block breaks. ### Break one ore, the whole vein goes Same for mining - the blocks behind and beside the one it is breaking come out together. Deepslate and stone variants of the same ore count as **one vein**, because a vein split across that boundary is still one vein to you; different ores never chain into each other. Both are bounded on purpose: a tree is capped at 96 logs within six blocks of the trunk, a vein at 48 blocks within five, the tool is worn **per block** and stops the instant it breaks, and the tool is checked for **every** block - so a stone pickaxe never reaches the diamond next door. XP from a single tree or vein is capped: this is a helper, not a levelling engine. ### The dolphin actually tows you now Dolphin's Grace alone was not enough. In vanilla that effect only shines while you are *swimming* (sprint-swim), so treading water felt like nothing had changed - and the nudge meant to fill that gap was measured wrong: water drag ate it before the next tick. It is a real tow now, with a hard speed ceiling, applied only while you are actually moving, and the Grace shows in your HUD. Ten new tests lock the safety rules for bulk harvesting: a leafless stack of logs is never treated as a tree, coal never chains into diamond, and deepslate counts as the same vein.
release

Adorable Mochi Pets 0.13.1 (26.1.2)

0.13.1
29 авг. 2026 г.9Minecraft: 26.1.2fabric
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## 0.13.1 - Whole trees, whole veins, and a dolphin that actually tows you ### Fell the bottom log, the whole tree falls Chopping went one block at a time, which made an axe-carrying Mochi feel like it was nibbling. The break time is now spent on the **first block only**; when it goes, every connected log and its natural leaves come down with it and **all of it lands in the backpack**. A stack of logs with no leaves attached is treated as something you built, not a tree, and only the single block breaks. ### Break one ore, the whole vein goes Same for mining - the blocks behind and beside the one it is breaking come out together. Deepslate and stone variants of the same ore count as **one vein**, because a vein split across that boundary is still one vein to you; different ores never chain into each other. Both are bounded on purpose: a tree is capped at 96 logs within six blocks of the trunk, a vein at 48 blocks within five, the tool is worn **per block** and stops the instant it breaks, and the tool is checked for **every** block - so a stone pickaxe never reaches the diamond next door. XP from a single tree or vein is capped: this is a helper, not a levelling engine. ### The dolphin actually tows you now Dolphin's Grace alone was not enough. In vanilla that effect only shines while you are *swimming* (sprint-swim), so treading water felt like nothing had changed - and the nudge meant to fill that gap was measured wrong: water drag ate it before the next tick. It is a real tow now, with a hard speed ceiling, applied only while you are actually moving, and the Grace shows in your HUD. Ten new tests lock the safety rules for bulk harvesting: a leafless stack of logs is never treated as a tree, coal never chains into diamond, and deepslate counts as the same vein.
release

Adorable Mochi Pets 0.13.0 (26.2)

0.13.0+26.2
29 авг. 2026 г.7Minecraft: 26.2fabric
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## 0.13.0 - Dolphin form, an abilities panel, a woodcutter and a big audit This release collects everything since 0.9.1: four versions of new work and a full audit of the older systems. ### It becomes a dolphin in water Water used to be a wall - your Mochi could not swim and simply fell behind. Now it **turns into a dolphin**, wearing its own colour, and swims properly in three dimensions. Swim near it and you get **Dolphin's Grace** plus a gentle nudge forward, exactly as a vanilla dolphin does for you. It breaches near the surface, and changes back on its own when it leaves the water. Even with the form switched off, a Mochi in water now gets a push toward you instead of being stranded. ### An abilities panel you actually control The **Abilities** button opens a panel where every job is an icon you click. Glowing green means it is running; dimmed means you switched it off; a padlock tells you which level unlocks it and how many levels are left; a cross means it is disabled in the mod settings. Twelve switches - mining, woodcutting, archery, fetching, depot runs, water bucket, ore sense, lookout, defend owner, lamplighter, dolphin form and sniper stance - and every one of them is **per pet**. ### New gear: sword, axe, lamp, totem - **Sword** (level 22) adds its attack damage, scaled by level, and its enchantments work. - **Axe** (level 14) fells trees from the bottom log up, one tree at a time. - **Lamp** plants torches wherever it gets too dark as your Mochi works. - **Totem** is spent *instead of your Mochi dying*: full health, resistance and regeneration. Mined and chopped drops now go **straight into the backpack** rather than falling on the ground and waiting to be picked up. Empty gear slots explain themselves on hover: what they accept, what they do, and what unlocks them. ### Thirteen keyboard shortcuts, and the pet you are looking at Every menu action has a key now (Options - Controls - Mochi Pets, all unbound by default), plus **quick stash**: one key empties your inventory into the bag, your hotbar untouched; sneak to pull it back out. A shortcut targets **the Mochi you are looking at**, and every key answers on the action bar so you always know what happened. ### A journal, and Mochi things while you explore Each pet keeps a **journal**: monsters defeated, ores mined, logs felled, arrows loosed, gifts brought and times it saved you. Treats, food mix, acorns, cheese, bedding and seeds now turn up in **vanilla chests** - village houses, mineshafts, dungeons, shipwrecks, temples, igloos, strongholds, mansions and bastions. ### Fixed - A Mochi with no bow would lock onto a phantom and circle under it forever. It no longer takes an airborne target it cannot hit, and bites the moment one dives into range. - **The depot never worked at the level it unlocks**: the threshold was a fixed 7 slots, chosen when the bag had nine. It is a proportion now. - **Carrying a pet erased its breeding genes and archery mastery.** All of it travels now. - **"Ore alerts" was secretly three switches** - it also silenced the lookout, phantom scaring and creeper scaring. Those have their own switch. - **"Defend owner" only applied to pets born after you changed it.** It is read live now. - Being stuck in lava lasted thirty seconds instead of the intended three. - The water bucket now **picks itself back up** about five seconds after it is poured. - "Attack neutral mobs" existed since 0.4.4 but was never on the settings screen. - Storm charge is saved with the pet. - Three lines in the management panel showed a raw translation key. - The archer skeleton was noticeably small; it and the dolphin are now sized to match. Eight languages, 547 keys each. 106 unit tests.
release

Adorable Mochi Pets 0.13.0 (26.1.2)

0.13.0
29 авг. 2026 г.9Minecraft: 26.1.2fabric
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## 0.13.0 - Dolphin form, an abilities panel, a woodcutter and a big audit This release collects everything since 0.9.1: four versions of new work and a full audit of the older systems. ### It becomes a dolphin in water Water used to be a wall - your Mochi could not swim and simply fell behind. Now it **turns into a dolphin**, wearing its own colour, and swims properly in three dimensions. Swim near it and you get **Dolphin's Grace** plus a gentle nudge forward, exactly as a vanilla dolphin does for you. It breaches near the surface, and changes back on its own when it leaves the water. Even with the form switched off, a Mochi in water now gets a push toward you instead of being stranded. ### An abilities panel you actually control The **Abilities** button opens a panel where every job is an icon you click. Glowing green means it is running; dimmed means you switched it off; a padlock tells you which level unlocks it and how many levels are left; a cross means it is disabled in the mod settings. Twelve switches - mining, woodcutting, archery, fetching, depot runs, water bucket, ore sense, lookout, defend owner, lamplighter, dolphin form and sniper stance - and every one of them is **per pet**. ### New gear: sword, axe, lamp, totem - **Sword** (level 22) adds its attack damage, scaled by level, and its enchantments work. - **Axe** (level 14) fells trees from the bottom log up, one tree at a time. - **Lamp** plants torches wherever it gets too dark as your Mochi works. - **Totem** is spent *instead of your Mochi dying*: full health, resistance and regeneration. Mined and chopped drops now go **straight into the backpack** rather than falling on the ground and waiting to be picked up. Empty gear slots explain themselves on hover: what they accept, what they do, and what unlocks them. ### Thirteen keyboard shortcuts, and the pet you are looking at Every menu action has a key now (Options - Controls - Mochi Pets, all unbound by default), plus **quick stash**: one key empties your inventory into the bag, your hotbar untouched; sneak to pull it back out. A shortcut targets **the Mochi you are looking at**, and every key answers on the action bar so you always know what happened. ### A journal, and Mochi things while you explore Each pet keeps a **journal**: monsters defeated, ores mined, logs felled, arrows loosed, gifts brought and times it saved you. Treats, food mix, acorns, cheese, bedding and seeds now turn up in **vanilla chests** - village houses, mineshafts, dungeons, shipwrecks, temples, igloos, strongholds, mansions and bastions. ### Fixed - A Mochi with no bow would lock onto a phantom and circle under it forever. It no longer takes an airborne target it cannot hit, and bites the moment one dives into range. - **The depot never worked at the level it unlocks**: the threshold was a fixed 7 slots, chosen when the bag had nine. It is a proportion now. - **Carrying a pet erased its breeding genes and archery mastery.** All of it travels now. - **"Ore alerts" was secretly three switches** - it also silenced the lookout, phantom scaring and creeper scaring. Those have their own switch. - **"Defend owner" only applied to pets born after you changed it.** It is read live now. - Being stuck in lava lasted thirty seconds instead of the intended three. - The water bucket now **picks itself back up** about five seconds after it is poured. - "Attack neutral mobs" existed since 0.4.4 but was never on the settings screen. - Storm charge is saved with the pet. - Three lines in the management panel showed a raw translation key. - The archer skeleton was noticeably small; it and the dolphin are now sized to match. Eight languages, 547 keys each. 106 unit tests.
release

Adorable Mochi Pets 0.9.1+26.2

0.9.1+26.2
29 авг. 2026 г.17Minecraft: 26.2fabric
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A polish pass on 0.9.0 — three fixes reported in play. ### 📖 Handbook text no longer overflows the page Lines were drawn in one piece, so translations that run longer than English (Turkish, German) spilled past the card. Every line is now **wrapped to the page width**, the book is a little wider, and the button strip lines up with it. ### 🌀 "My Mochi keeps twitching" A pet could get stuck running at, hopping in front of, and giving up on the same ore forever — and it abandoned its guard post to do it. The ore-pounce behaviour had no give-up: ore inside stone has no path, and the ore scan kept re-marking the same block a second later, restarting the whole loop. Now it **respects standing orders** (guard, home, sitting), never leaves a fight for a rock, gives up the moment the pathfinder says a block is unreachable, and **forgets that block for thirty seconds** so the scan cannot re-trigger the loop. Ore scanning also runs once a second instead of every tick. ### 🏹 The archer no longer punches In skeleton form a Mochi could still close in and bite. The melee lock is now on the attack itself, not just on the goal, and — the real cause — **backing off now takes priority over approaching**: a blocked line of sight used to send the archer walking into its target's face. It keeps its distance and shoots.
release

Adorable Mochi Pets 0.9.1

0.9.1
29 авг. 2026 г.11Minecraft: 26.1.2fabric
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A polish pass on 0.9.0 — three fixes reported in play. ### 📖 Handbook text no longer overflows the page Lines were drawn in one piece, so translations that run longer than English (Turkish, German) spilled past the card. Every line is now **wrapped to the page width**, the book is a little wider, and the button strip lines up with it. ### 🌀 "My Mochi keeps twitching" A pet could get stuck running at, hopping in front of, and giving up on the same ore forever — and it abandoned its guard post to do it. The ore-pounce behaviour had no give-up: ore inside stone has no path, and the ore scan kept re-marking the same block a second later, restarting the whole loop. Now it **respects standing orders** (guard, home, sitting), never leaves a fight for a rock, gives up the moment the pathfinder says a block is unreachable, and **forgets that block for thirty seconds** so the scan cannot re-trigger the loop. Ore scanning also runs once a second instead of every tick. ### 🏹 The archer no longer punches In skeleton form a Mochi could still close in and bite. The melee lock is now on the attack itself, not just on the goal, and — the real cause — **backing off now takes priority over approaching**: a blocked line of sight used to send the archer walking into its target's face. It keeps its distance and shoots.
release

Adorable Mochi Pets 0.9.0+26.2

0.9.0+26.2
29 авг. 2026 г.12Minecraft: 26.2fabric
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## 🎒 A bag that actually holds things The backpack went from nine slots to **fifty-four** — a double chest — and it grows with the pet: **six slots at level 5, two more every level**, full at 29. That grid would have pushed the management panel off small screens, so the bag now has **its own screen**, opened by the **Bag (n/m)** button. The freed space became a 2×3 control grid: *Pet · Bag ‖ Guard · Unequip ‖ Info · Sniper*. ## 📖 A handbook, not a wall of numbers The new **Info** button opens a three-page book: - **Status** — level and XP bar, bond, health and attack, personality and role, armour and size, pouch and bag usage, which level brings the next slots, arrows and marksmanship, current order. - **Abilities & unlocks** — the whole ladder: what is earned (✔), what is still locked (Lv.N), and a line under each explaining what it actually does. - **How to use** — interactions, the whistle, depots, commands, how bond and levels really work. A **Settings…** button opens the full options screen from inside the book. ## ⛏ Mining, done properly - **Every ore now**, not just the flashy ones: coal, copper, iron, gold, redstone, lapis, diamond, emerald, quartz and ancient debris (deepslate and Nether variants included). - **Real break times** — mining follows the vanilla player formula, so an iron pickaxe takes as long on iron ore as it would in your own hands. No more one-second ores. - **You can watch it happen:** the block cracks through all ten stages, with hit sounds and chips flying, exactly like a player breaking it. ### Fixed - A Mochi picked items into backpack slots its level had not unlocked yet.
release

Adorable Mochi Pets 0.9.0

0.9.0
29 авг. 2026 г.8Minecraft: 26.1.2fabric
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## 🎒 A bag that actually holds things The backpack went from nine slots to **fifty-four** — a double chest — and it grows with the pet: **six slots at level 5, two more every level**, full at 29. That grid would have pushed the management panel off small screens, so the bag now has **its own screen**, opened by the **Bag (n/m)** button. The freed space became a 2×3 control grid: *Pet · Bag ‖ Guard · Unequip ‖ Info · Sniper*. ## 📖 A handbook, not a wall of numbers The new **Info** button opens a three-page book: - **Status** — level and XP bar, bond, health and attack, personality and role, armour and size, pouch and bag usage, which level brings the next slots, arrows and marksmanship, current order. - **Abilities & unlocks** — the whole ladder: what is earned (✔), what is still locked (Lv.N), and a line under each explaining what it actually does. - **How to use** — interactions, the whistle, depots, commands, how bond and levels really work. A **Settings…** button opens the full options screen from inside the book. ## ⛏ Mining, done properly - **Every ore now**, not just the flashy ones: coal, copper, iron, gold, redstone, lapis, diamond, emerald, quartz and ancient debris (deepslate and Nether variants included). - **Real break times** — mining follows the vanilla player formula, so an iron pickaxe takes as long on iron ore as it would in your own hands. No more one-second ores. - **You can watch it happen:** the block cracks through all ten stages, with hit sounds and chips flying, exactly like a player breaking it. ### Fixed - A Mochi picked items into backpack slots its level had not unlocked yet.
release

Adorable Mochi Pets 0.8.0+26.2

0.8.0+26.2
28 авг. 2026 г.26Minecraft: 26.2fabric
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> ⚠️ **Existing pets will show a lower level after updating.** The XP curve got much steeper; > only XP is stored and the level is derived from it, so nothing is lost — a level-14 companion > simply reads as level 9 until it earns the difference back. ## 🌱 Everything is earned now A freshly tamed Mochi used to arrive finished: nine backpack slots, a full cheek pouch, and an ore radar announcing *"DIAMOND at x, y, z"* — and a mob farm could max it out in an evening. Now **nothing is locked away, but everything starts small and grows**: - **Backpack** unlocks at level 5 with **two** slots, +1 every three levels (nine at 26). - **Cheek pouch** starts at one slot and widens every six levels. - **The nose sharpens in stages:** under level 12 it only says *"there's something worth digging nearby"*; at 12 it names the ore; at 20 it gives coordinates and walks to the block **glowing**, so you can follow it through walls. - **Archery — and the skeleton form — moved to level 18** (volley to 24). - Locked slots show a padlock, and the panel tells you which level brings the next one. **Levelling is a climb again.** The curve is more than twice as steep (15.9k → 37.1k XP for level 30), kills give far less, and **herd fatigue** makes each kill in quick succession worth less, recovering slowly. Farming a zombie horde is no longer the fastest way to raise a pet. ## 🪣 It can save your life Keep a **water bucket** in its backpack: from level 14 it dumps the bucket **under you while you burn** and **at your landing spot while you fall**. The bucket is really spent (an empty one comes back), and in the Nether it verifies the placement instead of wasting it. ## ⛏ It can mine From level 16, put a **pickaxe** in its gear slot and the ore it smells actually gets broken. It respects tool tiers (and says so when the pickaxe is too weak), only ever breaks valuable ore, and **wears the pickaxe three times faster than you would**. Blowing the **Mochi Whistle** now makes the called pets glow for ten seconds, so you can find them through a cave wall. *New advancements: Cannonball! (water rescue) and Little Miner. New options: `waterRescue`, `mining`, and `archeryLevel` if you want the bow earlier or later.*
release

Adorable Mochi Pets 0.8.0

0.8.0
28 авг. 2026 г.7Minecraft: 26.1.2fabric
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> ⚠️ **Existing pets will show a lower level after updating.** The XP curve got much steeper; > only XP is stored and the level is derived from it, so nothing is lost — a level-14 companion > simply reads as level 9 until it earns the difference back. ## 🌱 Everything is earned now A freshly tamed Mochi used to arrive finished: nine backpack slots, a full cheek pouch, and an ore radar announcing *"DIAMOND at x, y, z"* — and a mob farm could max it out in an evening. Now **nothing is locked away, but everything starts small and grows**: - **Backpack** unlocks at level 5 with **two** slots, +1 every three levels (nine at 26). - **Cheek pouch** starts at one slot and widens every six levels. - **The nose sharpens in stages:** under level 12 it only says *"there's something worth digging nearby"*; at 12 it names the ore; at 20 it gives coordinates and walks to the block **glowing**, so you can follow it through walls. - **Archery — and the skeleton form — moved to level 18** (volley to 24). - Locked slots show a padlock, and the panel tells you which level brings the next one. **Levelling is a climb again.** The curve is more than twice as steep (15.9k → 37.1k XP for level 30), kills give far less, and **herd fatigue** makes each kill in quick succession worth less, recovering slowly. Farming a zombie horde is no longer the fastest way to raise a pet. ## 🪣 It can save your life Keep a **water bucket** in its backpack: from level 14 it dumps the bucket **under you while you burn** and **at your landing spot while you fall**. The bucket is really spent (an empty one comes back), and in the Nether it verifies the placement instead of wasting it. ## ⛏ It can mine From level 16, put a **pickaxe** in its gear slot and the ore it smells actually gets broken. It respects tool tiers (and says so when the pickaxe is too weak), only ever breaks valuable ore, and **wears the pickaxe three times faster than you would**. Blowing the **Mochi Whistle** now makes the called pets glow for ten seconds, so you can find them through a cave wall. *New advancements: Cannonball! (water rescue) and Little Miner. New options: `waterRescue`, `mining`, and `archeryLevel` if you want the bow earlier or later.*
release

Adorable Mochi Pets 0.7.0+26.2

0.7.0+26.2
28 авг. 2026 г.7Minecraft: 26.2fabric
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## 🏹 Archery — give it a bow From **level 10** a Mochi can shoot, but **only with the bow and arrows you give it** (two new slots in its menu). When it decides to shoot it turns — with a puff of bone dust — into a **small skeleton in its own colour**, aims with the vanilla skeleton animations, and turns back into a Mochi when the fight, or the ammo, is over. **In archer form it commits:** it will not walk up to anything and it will not punch. If a mob closes in, the little skeleton backs off and keeps shooting. Arrows are for the shots that were impossible before — flying mobs, targets it cannot path to, distant enemies and other archers. - Never shoots through a wall, and **never through you** — if you or another of your pets are in the firing corridor it holds the shot. - Bow enchantments work (Power, Flame, Punch); Infinity means it never runs out. - Arrows come from the quiver slot, then the backpack. ## 🎯 It learns to shoot Marksmanship is its own axis, separate from level and bond: **every arrow makes it better**. Around 400 arrows for 50%, thousands to approach the cap, and a kill teaches more than a miss. It cuts both the base spread and the distance penalty, and speeds up the draw. Bar in the menu, number in Jade, **Never Misses** advancement at 90%. - **`/mochi archer` — sniper stance:** the smart rule turns off and anything in range with a clear line gets an arrow. With guard, your Mochi becomes an archery tower. - **Volley** from level 20: every fourth shot is a three-arrow spread. - **Range grows with level** (20 → 28 blocks); the unlock level is configurable (`archeryLevel`). - **Brought It Down** advancement for shooting a flyer out of the sky. ## 🦇 It finally fights flyers Phantoms, ghasts, blazes and vexes were ignored completely: the defence goal required a walkable path, and there is no path through the air. Airborne hostiles now get their own targeting rule, so a bow-armed Mochi hunts them — and an unarmed one is ready to bite the phantom that dives. ## 💗 The bond is a longer road Bond used to max out in about half an hour, which made *Soulbound* a by-product rather than an achievement. It now slows as it climbs: the first half comes quickly, the last tiers take real time together. A low bond is still never a penalty. *Existing pets keep their value; only future gains are slower.* ## 🧰 The menu got room to breathe Labels ran under buttons, the inventory title sat on the backpack grid and the armour row fell off the bottom edge. The screen has been rebuilt on a wider card with a three-column band (archery · backpack · actions), and the layout is now locked by tests so it cannot drift again.
release

Adorable Mochi Pets 0.7.0

0.7.0
28 авг. 2026 г.10Minecraft: 26.1.2fabric
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## 🏹 Archery — give it a bow From **level 10** a Mochi can shoot, but **only with the bow and arrows you give it** (two new slots in its menu). When it decides to shoot it turns — with a puff of bone dust — into a **small skeleton in its own colour**, aims with the vanilla skeleton animations, and turns back into a Mochi when the fight, or the ammo, is over. **In archer form it commits:** it will not walk up to anything and it will not punch. If a mob closes in, the little skeleton backs off and keeps shooting. Arrows are for the shots that were impossible before — flying mobs, targets it cannot path to, distant enemies and other archers. - Never shoots through a wall, and **never through you** — if you or another of your pets are in the firing corridor it holds the shot. - Bow enchantments work (Power, Flame, Punch); Infinity means it never runs out. - Arrows come from the quiver slot, then the backpack. ## 🎯 It learns to shoot Marksmanship is its own axis, separate from level and bond: **every arrow makes it better**. Around 400 arrows for 50%, thousands to approach the cap, and a kill teaches more than a miss. It cuts both the base spread and the distance penalty, and speeds up the draw. Bar in the menu, number in Jade, **Never Misses** advancement at 90%. - **`/mochi archer` — sniper stance:** the smart rule turns off and anything in range with a clear line gets an arrow. With guard, your Mochi becomes an archery tower. - **Volley** from level 20: every fourth shot is a three-arrow spread. - **Range grows with level** (20 → 28 blocks); the unlock level is configurable (`archeryLevel`). - **Brought It Down** advancement for shooting a flyer out of the sky. ## 🦇 It finally fights flyers Phantoms, ghasts, blazes and vexes were ignored completely: the defence goal required a walkable path, and there is no path through the air. Airborne hostiles now get their own targeting rule, so a bow-armed Mochi hunts them — and an unarmed one is ready to bite the phantom that dives. ## 💗 The bond is a longer road Bond used to max out in about half an hour, which made *Soulbound* a by-product rather than an achievement. It now slows as it climbs: the first half comes quickly, the last tiers take real time together. A low bond is still never a penalty. *Existing pets keep their value; only future gains are slower.* ## 🧰 The menu got room to breathe Labels ran under buttons, the inventory title sat on the backpack grid and the armour row fell off the bottom edge. The screen has been rebuilt on a wider card with a three-column band (archery · backpack · actions), and the layout is now locked by tests so it cannot drift again.
release

Adorable Mochi Pets 0.6.1+26.2

0.6.1+26.2
28 авг. 2026 г.11Minecraft: 26.2fabric
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### 🔧 Hotfix over 0.6.0 **0.6.0 could leave the game on a black screen at startup and has been pulled.** The new bow render layer built its item stack in a static field, which runs while renderers are registered — before item components are bound — so the Mochi renderer failed to construct and the client never reached the title screen. The stack is now created lazily. Verified by launching the client to the main menu with no errors. If you downloaded 0.6.0, replace it with this build. --- ## 🏹 Give it a bow (new in 0.6) Your Mochi was purely a biter — a phantom overhead or a skeleton across a ravine was a fight it could not have. From **level 10** it can shoot, but **only with the bow and arrows you give it** (two new slots in its menu). Take them away and it goes right back to biting. **It is not a skeleton.** A bow never replaces melee: anything standing next to it still gets bitten. Arrows are for the shots that were impossible before — flying mobs, targets it cannot path to, enemies 6+ blocks away while it closes in, and other archers, which it now answers from range instead of running into their fire. - Never shoots through a wall, and **never through you** — if you or another of your pets are in the firing corridor it holds the shot and closes in instead. - Bow enchantments work (Power, Flame, Punch); Infinity means it never runs out. - Arrows come from the quiver slot, then the backpack. When the last one goes it tells you. - A high bond makes it draw faster and shoot straighter. - New advancement: **Little Archer** · config: `archery`. ## 💗 The bond is a longer road Bond used to max out in about half an hour of ordinary play, which made *Soulbound* a by-product rather than an achievement. It now slows as it climbs: the first half comes quickly, the last tiers take real time together. The promise is unchanged — a low bond is never a penalty — but the top is now worth reaching, and the bow gives it a second, visible payoff. *Existing pets keep their bond value; only future gains are slower.*
release

Adorable Mochi Pets 0.6.1

0.6.1
28 авг. 2026 г.10Minecraft: 26.1.2fabric
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### 🔧 Hotfix over 0.6.0 **0.6.0 could leave the game on a black screen at startup and has been pulled.** The new bow render layer built its item stack in a static field, which runs while renderers are registered — before item components are bound — so the Mochi renderer failed to construct and the client never reached the title screen. The stack is now created lazily. Verified by launching the client to the main menu with no errors. If you downloaded 0.6.0, replace it with this build. --- ## 🏹 Give it a bow (new in 0.6) Your Mochi was purely a biter — a phantom overhead or a skeleton across a ravine was a fight it could not have. From **level 10** it can shoot, but **only with the bow and arrows you give it** (two new slots in its menu). Take them away and it goes right back to biting. **It is not a skeleton.** A bow never replaces melee: anything standing next to it still gets bitten. Arrows are for the shots that were impossible before — flying mobs, targets it cannot path to, enemies 6+ blocks away while it closes in, and other archers, which it now answers from range instead of running into their fire. - Never shoots through a wall, and **never through you** — if you or another of your pets are in the firing corridor it holds the shot and closes in instead. - Bow enchantments work (Power, Flame, Punch); Infinity means it never runs out. - Arrows come from the quiver slot, then the backpack. When the last one goes it tells you. - A high bond makes it draw faster and shoot straighter. - New advancement: **Little Archer** · config: `archery`. ## 💗 The bond is a longer road Bond used to max out in about half an hour of ordinary play, which made *Soulbound* a by-product rather than an achievement. It now slows as it climbs: the first half comes quickly, the last tiers take real time together. The promise is unchanged — a low bond is never a penalty — but the top is now worth reaching, and the bow gives it a second, visible payoff. *Existing pets keep their bond value; only future gains are slower.*
release

Adorable Mochi Pets 0.5.0 (26.2)

0.5.0+26.2
28 авг. 2026 г.21Minecraft: 26.2fabric
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### 💗 Your Mochi grows attached to you Every tamed Mochi now keeps a **bond** with you, 0-100. It rises on its own while you play together, and faster when you pet it, feed it by hand, sleep beside it or level it up. Hitting your own Mochi costs a lot of it. A high bond is worth having: **+15% attack, +50% healing from its cheek pouch, and nearly twice as many gifts.** A low bond never penalises you — the floor is plain normal play, so an ignored Mochi simply has no bonus. The bond shows up in its menu, in Jade and via `/mochi bond`, and reaching the top tier earns the new **Soulbound** advancement. ### 🛡️ "Hold this position" Mochi had three states — following you, sitting, living at its bed — and all three were defined around *you*. There is now a fourth: **guard**. Put a Mochi on guard (menu button, keybind or `/mochi guard`) and the spot becomes its post: it stops following you, fights anything hostile that comes within 10 blocks, and walks back when the fight is over. It holds the post even while you are in another dimension. `/mochi follow` calls everyone back. ### 📦 The backpack finally has somewhere to go A backpack Mochi picked things up off the ground and then… filled up and stopped being useful. Now **right-click a chest with the Mochi Whistle** and it becomes the depot for every backpack Mochi within 16 blocks. When one fills up it walks over, unloads and gets back to work. If the chest is full or has been broken it tells you instead of dropping anything. ### Under the hood - `MochiEntity` split from 2449 to ~2030 lines: cheek pouch/backpack, armour upgrades, the animation layer and the rescue/retreat net now live in their own classes. Behaviour unchanged. - Test suite grew from 17 to 39, including a **translation parity test** — all 8 languages must carry the same keys and the same number of format placeholders, so a missing translation now fails the build instead of quietly printing a raw key in-game. - Fixed: the backpack counter shown in Jade and the menu could go stale when items merged into an existing stack. - Two new advancements, two new guide book pages, two new config switches (`bondSystem`, `depotDelivery`).
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Adorable Mochi Pets 0.5.0

0.5.0
28 авг. 2026 г.9Minecraft: 26.1.2fabric
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### 💗 Your Mochi grows attached to you Every tamed Mochi now keeps a **bond** with you, 0-100. It rises on its own while you play together, and faster when you pet it, feed it by hand, sleep beside it or level it up. Hitting your own Mochi costs a lot of it. A high bond is worth having: **+15% attack, +50% healing from its cheek pouch, and nearly twice as many gifts.** A low bond never penalises you — the floor is plain normal play, so an ignored Mochi simply has no bonus. The bond shows up in its menu, in Jade and via `/mochi bond`, and reaching the top tier earns the new **Soulbound** advancement. ### 🛡️ "Hold this position" Mochi had three states — following you, sitting, living at its bed — and all three were defined around *you*. There is now a fourth: **guard**. Put a Mochi on guard (menu button, keybind or `/mochi guard`) and the spot becomes its post: it stops following you, fights anything hostile that comes within 10 blocks, and walks back when the fight is over. It holds the post even while you are in another dimension. `/mochi follow` calls everyone back. ### 📦 The backpack finally has somewhere to go A backpack Mochi picked things up off the ground and then… filled up and stopped being useful. Now **right-click a chest with the Mochi Whistle** and it becomes the depot for every backpack Mochi within 16 blocks. When one fills up it walks over, unloads and gets back to work. If the chest is full or has been broken it tells you instead of dropping anything. ### Under the hood - `MochiEntity` split from 2449 to ~2030 lines: cheek pouch/backpack, armour upgrades, the animation layer and the rescue/retreat net now live in their own classes. Behaviour unchanged. - Test suite grew from 17 to 39, including a **translation parity test** — all 8 languages must carry the same keys and the same number of format placeholders, so a missing translation now fails the build instead of quietly printing a raw key in-game. - Fixed: the backpack counter shown in Jade and the menu could go stale when items merged into an existing stack. - Two new advancements, two new guide book pages, two new config switches (`bondSystem`, `depotDelivery`).
release

Adorable Mochi Pets 0.4.4 (26.2)

0.4.4+26.2
28 авг. 2026 г.15Minecraft: 26.2fabric
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### Fixed: your Mochi no longer picks a fight with the whole Nether Zombified piglins, endermen and (while you're wearing gold) piglins were being treated as "a monster near my owner". Your Mochi charged a herd that wasn't even angry at you, one bite woke all of them, and it died. Neutral mobs are now only engaged when they are **already** angry at you or at the Mochi itself. - The same rule applies to its area attacks — sweeping edge, spin and chain lightning no longer splash onto calm neutrals and aggro the room. - No more false "something's behind you" warnings for a piglin that is just walking past. - Want the old behaviour back? Set `attackNeutralMobs: true` in `config/mochipets.json`. ### Also included (from 0.4.3, not previously released) - A Mochi riding your shoulder feeds you from its cheek pouch again. - Two idle Mochi now play together — a purely cosmetic hop-and-chase. - The update checker picks the highest version instead of the first one listed. - Hitbox size was removed from the config: entity size is frozen at registration, so a per-client value desynced collision in multiplayer. Use `renderScale` for visual size.
release

Adorable Mochi Pets 0.4.4

0.4.4
28 авг. 2026 г.11Minecraft: 26.1.2fabric
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### Fixed: your Mochi no longer picks a fight with the whole Nether Zombified piglins, endermen and (while you're wearing gold) piglins were being treated as "a monster near my owner". Your Mochi charged a herd that wasn't even angry at you, one bite woke all of them, and it died. Neutral mobs are now only engaged when they are **already** angry at you or at the Mochi itself. - The same rule applies to its area attacks — sweeping edge, spin and chain lightning no longer splash onto calm neutrals and aggro the room. - No more false "something's behind you" warnings for a piglin that is just walking past. - Want the old behaviour back? Set `attackNeutralMobs: true` in `config/mochipets.json`. ### Also included (from 0.4.3, not previously released) - A Mochi riding your shoulder feeds you from its cheek pouch again. - Two idle Mochi now play together — a purely cosmetic hop-and-chase. - The update checker picks the highest version instead of the first one listed. - Hitbox size was removed from the config: entity size is frozen at registration, so a per-client value desynced collision in multiplayer. Use `renderScale` for visual size.
release

Adorable Mochi Pets 0.4.2 (26.2)

0.4.2+26.2
27 авг. 2026 г.28Minecraft: 26.2fabric
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## 0.4.2 — Hazard smarts: no more silly deaths Your Mochi kept walking into fire in the Nether and dying. Three separate gaps caused it, and all three are closed. ### It can't die to the scenery any more The damage exemption list was missing **campfires** — and Nether structures are full of soul campfires, which is exactly where Mochi were dying. Sulfur cubes (new in 26.2), freezing, cactus, sweet berry bushes and lightning were missing too. Environmental damage is now matched by **damage tags** rather than a hand-written list, so fire types added in future Minecraft versions are covered automatically. **Combat is untouched.** Mob hits, explosions, arrows and magic all still hurt exactly as before — measured on a live server: an explosion for 9 took it from 40 to 31 health. Only the "died to a block" category is gone. ### It doesn't walk into fire in the first place - **Fireproof** — it never catches fire at all, so no more panic at the sight of a burning pet. - Random wandering now scores hazardous spots as places to never go. (Pathfinding costs alone never covered this: they change the price of a route, but the goal that *picks* the destination never asked.) - Powder snow is now impassable rather than merely expensive. - Teleporting to you also checks for hazards — your Mochi can no longer land on a campfire or a magma block. ### And if it ends up in one anyway - A top-priority **escape behaviour**: in fire, lava, magma, cactus or powder snow it drops everything — including a fight — and walks to the nearest genuinely safe spot. - **It swims in lava.** Instead of sinking to the bottom and being lost, it gets pushed up and toward the nearest land, and climbs out on its own. ## New companion behaviour - **It watches your back.** When a monster approaches from outside your field of view, your Mochi turns to it, chirps, and tells you which side it's coming from — something you genuinely can't do for yourself. - **It scares off phantoms**, the way cats do. A Mochi by your bed is real protection on a sleepless night. - **It sleeps beside you.** When you go to bed, a nearby Mochi curls up next to you — and its gift is prepared during the night, so you wake up to a surprise. All 8 languages fully translated (304/304 keys).
release

Adorable Mochi Pets 0.4.2 (26.1.2)

0.4.2
27 авг. 2026 г.13Minecraft: 26.1.2fabric
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## 0.4.2 — Hazard smarts: no more silly deaths Your Mochi kept walking into fire in the Nether and dying. Three separate gaps caused it, and all three are closed. ### It can't die to the scenery any more The damage exemption list was missing **campfires** — and Nether structures are full of soul campfires, which is exactly where Mochi were dying. Sulfur cubes (new in 26.2), freezing, cactus, sweet berry bushes and lightning were missing too. Environmental damage is now matched by **damage tags** rather than a hand-written list, so fire types added in future Minecraft versions are covered automatically. **Combat is untouched.** Mob hits, explosions, arrows and magic all still hurt exactly as before — measured on a live server: an explosion for 9 took it from 40 to 31 health. Only the "died to a block" category is gone. ### It doesn't walk into fire in the first place - **Fireproof** — it never catches fire at all, so no more panic at the sight of a burning pet. - Random wandering now scores hazardous spots as places to never go. (Pathfinding costs alone never covered this: they change the price of a route, but the goal that *picks* the destination never asked.) - Powder snow is now impassable rather than merely expensive. - Teleporting to you also checks for hazards — your Mochi can no longer land on a campfire or a magma block. ### And if it ends up in one anyway - A top-priority **escape behaviour**: in fire, lava, magma, cactus or powder snow it drops everything — including a fight — and walks to the nearest genuinely safe spot. - **It swims in lava.** Instead of sinking to the bottom and being lost, it gets pushed up and toward the nearest land, and climbs out on its own. ## New companion behaviour - **It watches your back.** When a monster approaches from outside your field of view, your Mochi turns to it, chirps, and tells you which side it's coming from — something you genuinely can't do for yourself. - **It scares off phantoms**, the way cats do. A Mochi by your bed is real protection on a sleepless night. - **It sleeps beside you.** When you go to bed, a nearby Mochi curls up next to you — and its gift is prepared during the night, so you wake up to a surprise. All 8 languages fully translated (304/304 keys).
release

Adorable Mochi Pets 0.4.1 (26.2)

0.4.1+26.2
27 авг. 2026 г.11Minecraft: 26.2fabric
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## 0.4.1 — Never lose your Mochi The big one: **a Mochi can no longer be lost.** ### Never lost - **It follows you between worlds.** Walk into the Nether or the End and your Mochi is simply there beside you — no portal walking, no pet stranded in a portal room. A sweep every few seconds also gathers up any Mochi that ended up in a different world by any other route (`/tp`, dying and respawning, a server restart). - **Left it sitting somewhere?** That counts as a deliberate parking spot, so it stays — but the chat tells you exactly where you left it. - **Mochi Whistle** (new, craftable): calls every one of your Mochi to you from *any* dimension, even ones sitting in chunks that haven't loaded for weeks. Sneak + right-click to list where they all are instead. - **`/mochi list`, `/mochi call`, `/mochi home`** — because losing the whistle shouldn't bring back the problem the whistle solves. - **The void and lava can't take it.** A pet that falls out of the world teleports back to you instead of dying. - **The Soul always survives.** It no longer burns, blows up or despawns, and it glows so you can find it. ### Smarter companion - **Knows when to run.** Below a health threshold it breaks off the fight, falls back to you and tells you it's hurt — instead of swinging until it dies. - **Won't pick fights it can't win.** It ignores the Warden, the Wither and the Ender Dragon; Ravagers and Elder Guardians unlock at level 15. - **Keeps up.** If you're in a boat, flying, or it simply can't path to you, it teleports sooner. ### Pet life - **Your Mochi brings you gifts.** Bind one to a bed and it settles in — then every so often it turns up with something it found. What it brings depends on its **personality**: the brave one drags back battle scraps, the greedy one ore fragments, the playful one string and feathers. - **The backpack finally works for you.** A Mochi wearing one picks up items left on the ground near you while you mine or fight, instead of being a walking chest you fill by hand. - **Ore sense tells you where.** When your Mochi smells something valuable it now says the coordinates in chat. - Two new advancements, a new guide book page, and Jade now shows backpack fill and storm charge. ### A wider world - **Mochi now live almost everywhere**: plains, meadows, cherry groves, swamps, savannas, beaches, badlands, snowy regions, mushroom islands — and the **Nether**. - **Every region has its own palette.** Snow-white Mochi in the tundra, pink ones in cherry groves, ember-toned ones in the Nether. Rare off-palette colours still appear anywhere. - Wild cucumber and green bean bushes generate in far more biomes. ### Fixes - **Wild bushes grew on the surface of the ocean.** They now need real ground and break when their support is removed. - **Five items had no recipe at all** — Mochi Treat, Bamboo Treat, Sweet Dango, Pet Carrier and Glowing Sunflower were creative-only, which also made three advancements impossible to complete in survival. All five are craftable now. - **Wild Mochi could run off with your death loot.** They took the *entire stack* of anything on the ground. Now they only steal food and harmless odds and ends, a few at a time, and never anything enchanted, named, damageable or above common rarity. - The menu and Jade always showed "Backpack: 0/9" — the count is synced properly now. - The creative tab was missing the whistle, the backpack, the soul, the ten wooden beds and the four crates. - Ore scanning is much cheaper on the server when nothing is around. All 8 languages are fully translated (298/298 keys).
release

Adorable Mochi Pets 0.4.1 (26.1.2)

0.4.1
27 авг. 2026 г.6Minecraft: 26.1.2fabric
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## 0.4.1 — Never lose your Mochi The big one: **a Mochi can no longer be lost.** ### Never lost - **It follows you between worlds.** Walk into the Nether or the End and your Mochi is simply there beside you — no portal walking, no pet stranded in a portal room. A sweep every few seconds also gathers up any Mochi that ended up in a different world by any other route (`/tp`, dying and respawning, a server restart). - **Left it sitting somewhere?** That counts as a deliberate parking spot, so it stays — but the chat tells you exactly where you left it. - **Mochi Whistle** (new, craftable): calls every one of your Mochi to you from *any* dimension, even ones sitting in chunks that haven't loaded for weeks. Sneak + right-click to list where they all are instead. - **`/mochi list`, `/mochi call`, `/mochi home`** — because losing the whistle shouldn't bring back the problem the whistle solves. - **The void and lava can't take it.** A pet that falls out of the world teleports back to you instead of dying. - **The Soul always survives.** It no longer burns, blows up or despawns, and it glows so you can find it. ### Smarter companion - **Knows when to run.** Below a health threshold it breaks off the fight, falls back to you and tells you it's hurt — instead of swinging until it dies. - **Won't pick fights it can't win.** It ignores the Warden, the Wither and the Ender Dragon; Ravagers and Elder Guardians unlock at level 15. - **Keeps up.** If you're in a boat, flying, or it simply can't path to you, it teleports sooner. ### Pet life - **Your Mochi brings you gifts.** Bind one to a bed and it settles in — then every so often it turns up with something it found. What it brings depends on its **personality**: the brave one drags back battle scraps, the greedy one ore fragments, the playful one string and feathers. - **The backpack finally works for you.** A Mochi wearing one picks up items left on the ground near you while you mine or fight, instead of being a walking chest you fill by hand. - **Ore sense tells you where.** When your Mochi smells something valuable it now says the coordinates in chat. - Two new advancements, a new guide book page, and Jade now shows backpack fill and storm charge. ### A wider world - **Mochi now live almost everywhere**: plains, meadows, cherry groves, swamps, savannas, beaches, badlands, snowy regions, mushroom islands — and the **Nether**. - **Every region has its own palette.** Snow-white Mochi in the tundra, pink ones in cherry groves, ember-toned ones in the Nether. Rare off-palette colours still appear anywhere. - Wild cucumber and green bean bushes generate in far more biomes. ### Fixes - **Wild bushes grew on the surface of the ocean.** They now need real ground and break when their support is removed. - **Five items had no recipe at all** — Mochi Treat, Bamboo Treat, Sweet Dango, Pet Carrier and Glowing Sunflower were creative-only, which also made three advancements impossible to complete in survival. All five are craftable now. - **Wild Mochi could run off with your death loot.** They took the *entire stack* of anything on the ground. Now they only steal food and harmless odds and ends, a few at a time, and never anything enchanted, named, damageable or above common rarity. - The menu and Jade always showed "Backpack: 0/9" — the count is synced properly now. - The creative tab was missing the whistle, the backpack, the soul, the ten wooden beds and the four crates. - Ore scanning is much cheaper on the server when nothing is around. All 8 languages are fully translated (298/298 keys).
release

Adorable Mochi Pets 0.3.2 (MC 26.2)

0.3.2+26.2
17 июл. 2026 г.528Minecraft: 26.2fabric
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## 0.3.2 — Animation overhaul **Every animation was linear.** That was the root cause of combat and movement looking "flat" — the wind-up, the impact and the recovery all played at the same speed. Every clip has been re-timed with proper easing (454 keyframes across 30 clips). ### Combat - **Attack rhythm**: wind up → *hang* → explode → recoil. All three attack variants (bite / swipe / slam) now read as real hits. The slam bounces on landing; ears and tail whip with delayed follow-through. - **Impact particles were firing 4–6 ticks BEFORE the visible hit.** They now burst exactly on the strike frame. Damage and knockback stay instant. - **Hurt** snaps in a single frame and wobbles out, instead of easing over gently. ### Movement - **Legs are now two-jointed.** Paws used to pivot inside themselves — they spun in place like windshield wipers. New hip joints give a real step arc: **3× the stride length** at the same angle. - **No more foot sliding.** The walk/run cycle now locks to actual ground speed instead of playing at a fixed rate. - **Run is a real bound** — front contact → push → rear contact → leap, with all four paws airborne. It used to be a symmetric shuffle with no suspension. - Paws stay planted through the whole stance (the rig has no knee; the hip compensates). - New **neck** joint: the head bone was fully owned by look-tracking, so the head couldn't react to the body. Mochi now keeps its head level while running — the way real animals do. ### Menu - The **Unequip** button was sitting on top of the "Backpack (x/9)" label. Moved beside the grid. - The armor label didn't fit its button and got clipped on both sides. Armor tier and cost are now their own lines above a short button. - Section labels are properly centered in **all 8 languages** (they were hand-positioned for English and overflowed elsewhere). ### Other - Removed 120 unused armor textures — **the jar is 16% smaller** (563 → 474 KB). - Fixed the nose freezing for the last fraction of the eating loop.
release

Adorable Mochi Pets 0.3.2 (MC 26.1.2)

0.3.2
17 июл. 2026 г.95Minecraft: 26.1.2fabric
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## 0.3.2 — Animation overhaul **Every animation was linear.** That was the root cause of combat and movement looking "flat" — the wind-up, the impact and the recovery all played at the same speed. Every clip has been re-timed with proper easing (454 keyframes across 30 clips). ### Combat - **Attack rhythm**: wind up → *hang* → explode → recoil. All three attack variants (bite / swipe / slam) now read as real hits. The slam bounces on landing; ears and tail whip with delayed follow-through. - **Impact particles were firing 4–6 ticks BEFORE the visible hit.** They now burst exactly on the strike frame. Damage and knockback stay instant. - **Hurt** snaps in a single frame and wobbles out, instead of easing over gently. ### Movement - **Legs are now two-jointed.** Paws used to pivot inside themselves — they spun in place like windshield wipers. New hip joints give a real step arc: **3× the stride length** at the same angle. - **No more foot sliding.** The walk/run cycle now locks to actual ground speed instead of playing at a fixed rate. - **Run is a real bound** — front contact → push → rear contact → leap, with all four paws airborne. It used to be a symmetric shuffle with no suspension. - Paws stay planted through the whole stance (the rig has no knee; the hip compensates). - New **neck** joint: the head bone was fully owned by look-tracking, so the head couldn't react to the body. Mochi now keeps its head level while running — the way real animals do. ### Menu - The **Unequip** button was sitting on top of the "Backpack (x/9)" label. Moved beside the grid. - The armor label didn't fit its button and got clipped on both sides. Armor tier and cost are now their own lines above a short button. - Section labels are properly centered in **all 8 languages** (they were hand-positioned for English and overflowed elsewhere). ### Other - Removed 120 unused armor textures — **the jar is 16% smaller** (563 → 474 KB). - Fixed the nose freezing for the last fraction of the eating loop.
release

Adorable Mochi Pets 0.3.1+26.2 (MC 26.2)

0.3.1+26.2
16 июл. 2026 г.21Minecraft: 26.2fabric
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## 0.3.1 — Smarter, fiercer, and honest about its settings ### ⚠️ Read this first: your Mochi will jump levels The XP curve was **lowered** (max level now costs ~15,900 XP instead of ~34,400). Your existing Mochi keeps its XP, so it will **instantly gain several levels** the first time you load this version (a level 10 pet becomes roughly level 14). **This is intended — a gift, not a bug.** Nothing is lost: XP is what's saved, level is derived from it. ### Combat: your Mochi is no longer an idiot - **No more hitting through walls.** Vanilla's line-of-sight check fires eye-to-eye — and since Mochi is short and a zombie's eyes are high, the ray sailed *over* one-block walls and reported "I can see it". Mochi now checks a real line to the target's body, so a wall actually blocks it. - **It walks around obstacles** instead of pressing itself against them, and gives up on genuinely unreachable targets instead of staring at a wall forever. - **It stands and fights.** Vanilla panic triggers on *any* mob attack and outranks the attack goal, so every zombie hit sent Mochi fleeing, then walking back — a hit-and-run loop. A tamed Mochi with a live target no longer panics. (Wild Mochi stays as skittish as ever.) - **It hits faster than a zombie** (0.65s vs 1s). It used to share the vanilla cadence, which made every trade a coin flip. - **It aims.** Mochi used to bite while standing sideways — nothing rotated its body once it stopped walking. It now turns to face what it's fighting. - **Leaps are a gap-closer again.** The lunge fired from inside biting range and overshot the target, landing behind it. It now only fires when it actually needs to close distance. - **It defends you before you get hit.** Any monster that comes within 8 blocks of you is fair game — it no longer waits for first blood. Creepers excluded: Mochi scares those away instead of detonating them next to you. - **Mochis no longer attack each other.** Punching one of your own Mochi made the rest swarm it. Vanilla's `wantsToAttack` returns true unconditionally; Mochi now refuses to attack any pet you own. - **Three attack animations** (bite / side swipe / rearing double-paw slam) picked at random, plus impact effects at the actual point of contact. All original — no assets from other mods. ### Death and the Mochi Soul (new) If your Mochi falls, it leaves a **Mochi Soul** where it died and sends you the coordinates. Use the soul on a **Mochi Bed** to bring your companion back — name, level, personality and colour all return. **Its armor doesn't**: that was lost with them. Not your Mochi, not your soul: you can't revive someone else's. ### Personalities: all five finally do something - **Brave** — taunts: it goes for monsters near *itself*, not just near you. Spin chance 28% → 40%. - **Playful** — leaps roughly twice as often. - (Lazy, Shy and Greedy were already doing their thing.) ### XP economy - **Killing now pays**: `8 + maxHealth/2` (a zombie is worth ~18), capped at 60. - Landing a hit pays 1 instead of 3 — endlessly punching a tanky mob is no longer the fastest route. - Feeding and ore-finding are unchanged. ### Settings that were lying to you - `cheekPouch` **now actually turns the cheek pouch off.** It was checked nowhere. - `cheekPouchSlots` slider was **1–9**, but only 5 slots physically exist — the range itself was a lie. It's now 1–5, and lowering it really does lock the extra slots. Locked slots still let you take items *out*, so nothing ever gets trapped. ### Fixes - **Pet Carrier no longer wipes your pet.** It only stored variant and name — a level 30 Mochi came out of the carrier at level 1 with no personality and no colour. It now keeps everything. - **The guide book stops spamming you.** It was handed out whenever you joined without one in your inventory — so every death (and every time you stored it) produced another copy. It's now simply available in the creative tab. - German and Spanish were missing the armor menu strings since 0.3.0. All 8 languages are complete. ### Under the hood `MochiEntity` was split into focused classes (progression, personality, combat, alerts, goals) with unit tests around the XP curve and personality stats. No behaviour changed in that refactor — the gameplay changes above are all deliberate and listed.
release

Adorable Mochi Pets 0.3.1 (MC 26.1.2)

0.3.1
16 июл. 2026 г.19Minecraft: 26.1.2fabric
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## 0.3.1 — Smarter, fiercer, and honest about its settings ### ⚠️ Read this first: your Mochi will jump levels The XP curve was **lowered** (max level now costs ~15,900 XP instead of ~34,400). Your existing Mochi keeps its XP, so it will **instantly gain several levels** the first time you load this version (a level 10 pet becomes roughly level 14). **This is intended — a gift, not a bug.** Nothing is lost: XP is what's saved, level is derived from it. ### Combat: your Mochi is no longer an idiot - **No more hitting through walls.** Vanilla's line-of-sight check fires eye-to-eye — and since Mochi is short and a zombie's eyes are high, the ray sailed *over* one-block walls and reported "I can see it". Mochi now checks a real line to the target's body, so a wall actually blocks it. - **It walks around obstacles** instead of pressing itself against them, and gives up on genuinely unreachable targets instead of staring at a wall forever. - **It stands and fights.** Vanilla panic triggers on *any* mob attack and outranks the attack goal, so every zombie hit sent Mochi fleeing, then walking back — a hit-and-run loop. A tamed Mochi with a live target no longer panics. (Wild Mochi stays as skittish as ever.) - **It hits faster than a zombie** (0.65s vs 1s). It used to share the vanilla cadence, which made every trade a coin flip. - **It aims.** Mochi used to bite while standing sideways — nothing rotated its body once it stopped walking. It now turns to face what it's fighting. - **Leaps are a gap-closer again.** The lunge fired from inside biting range and overshot the target, landing behind it. It now only fires when it actually needs to close distance. - **It defends you before you get hit.** Any monster that comes within 8 blocks of you is fair game — it no longer waits for first blood. Creepers excluded: Mochi scares those away instead of detonating them next to you. - **Mochis no longer attack each other.** Punching one of your own Mochi made the rest swarm it. Vanilla's `wantsToAttack` returns true unconditionally; Mochi now refuses to attack any pet you own. - **Three attack animations** (bite / side swipe / rearing double-paw slam) picked at random, plus impact effects at the actual point of contact. All original — no assets from other mods. ### Death and the Mochi Soul (new) If your Mochi falls, it leaves a **Mochi Soul** where it died and sends you the coordinates. Use the soul on a **Mochi Bed** to bring your companion back — name, level, personality and colour all return. **Its armor doesn't**: that was lost with them. Not your Mochi, not your soul: you can't revive someone else's. ### Personalities: all five finally do something - **Brave** — taunts: it goes for monsters near *itself*, not just near you. Spin chance 28% → 40%. - **Playful** — leaps roughly twice as often. - (Lazy, Shy and Greedy were already doing their thing.) ### XP economy - **Killing now pays**: `8 + maxHealth/2` (a zombie is worth ~18), capped at 60. - Landing a hit pays 1 instead of 3 — endlessly punching a tanky mob is no longer the fastest route. - Feeding and ore-finding are unchanged. ### Settings that were lying to you - `cheekPouch` **now actually turns the cheek pouch off.** It was checked nowhere. - `cheekPouchSlots` slider was **1–9**, but only 5 slots physically exist — the range itself was a lie. It's now 1–5, and lowering it really does lock the extra slots. Locked slots still let you take items *out*, so nothing ever gets trapped. ### Fixes - **Pet Carrier no longer wipes your pet.** It only stored variant and name — a level 30 Mochi came out of the carrier at level 1 with no personality and no colour. It now keeps everything. - **The guide book stops spamming you.** It was handed out whenever you joined without one in your inventory — so every death (and every time you stored it) produced another copy. It's now simply available in the creative tab. - German and Spanish were missing the armor menu strings since 0.3.0. All 8 languages are complete. ### Under the hood `MochiEntity` was split into focused classes (progression, personality, combat, alerts, goals) with unit tests around the XP curve and personality stats. No behaviour changed in that refactor — the gameplay changes above are all deliberate and listed.
release

Adorable Mochi Pets 0.3.0+26.2

0.3.0+26.2
15 июл. 2026 г.29Minecraft: 26.2fabric
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## 0.3.0 — Armor rework, fall immunity & Survival Builder ⚙️ **Armor is now a menu upgrade, not an item.** Sneak + right-click your Mochi to open its menu, then forge armor directly: pick any tier — Acorn, Iron, Gold, Diamond or Netherite — with the ◀ ▶ buttons and spend the matching materials from your inventory. No crafting bench, no forced order: jump straight to Diamond if you have the diamonds. Higher tiers reduce more incoming damage. 🪶 **No more silly fall deaths.** Your Mochi no longer takes fall damage. It used to follow you off ledges and hurt itself while running or attacking — now it lands safely from any height, like a nimble hamster. 🏠 **Survival Builder (experimental).** `/mochi build house` — a tamed Mochi gathers materials, crafts and builds block by block like a real survival player (no cheats: every block placed was gathered first). 🧹 Rebalanced the Mochi inventory menu; removed the old armor & smithing-trim items and their recipes (existing pets keep their armor tier).
release

Adorable Mochi Pets 0.3.0

0.3.0
15 июл. 2026 г.14Minecraft: 26.1.2fabric
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Что нового
## 0.3.0 — Armor rework, fall immunity & Survival Builder ⚙️ **Armor is now a menu upgrade, not an item.** Sneak + right-click your Mochi to open its menu, then forge armor directly: pick any tier — Acorn, Iron, Gold, Diamond or Netherite — with the ◀ ▶ buttons and spend the matching materials from your inventory. No crafting bench, no forced order: jump straight to Diamond if you have the diamonds. Higher tiers reduce more incoming damage. 🪶 **No more silly fall deaths.** Your Mochi no longer takes fall damage. It used to follow you off ledges and hurt itself while running or attacking — now it lands safely from any height, like a nimble hamster. 🏠 **Survival Builder (experimental).** `/mochi build house` — a tamed Mochi gathers materials, crafts and builds block by block like a real survival player (no cheats: every block placed was gathered first). 🧹 Rebalanced the Mochi inventory menu; removed the old armor & smithing-trim items and their recipes (existing pets keep their armor tier).
release

0.2.3+26.2 — Localized chat messages (MC 26.2)

0.2.3+26.2
10 июл. 2026 г.88Minecraft: 26.2fabric
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### Fixed - **Chat messages were hardcoded in Turkish** and showed up in Turkish even when the game language was English (tree heist, hunger lines, level-up, bed assignment, gather task, update notice). All 13 messages are now translated — **all 8 languages complete (243/243 keys)**. - Removed a startup `Invalid path in mod resource-pack mochipets` error caused by the sound credits file living under `assets/` with an uppercase name.
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0.2.3 — Localized chat messages

0.2.3
10 июл. 2026 г.41Minecraft: 26.1.2fabric
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### Fixed - **Chat messages were hardcoded in Turkish** and showed up in Turkish even when the game language was English (tree heist, hunger lines, level-up, bed assignment, gather task, update notice). All 13 messages are now translated — **all 8 languages complete (243/243 keys)**. - Removed a startup `Invalid path in mod resource-pack mochipets` error caused by the sound credits file living under `assets/` with an uppercase name.
release

Adorable Mochi Pets 0.2.2 (MC 26.2)

0.2.2+26.2
9 июл. 2026 г.23Minecraft: 26.2fabric
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## 0.2.2 ### Fixed - Two colour morphs were showing the wrong name. The morph called "Red" is actually mint green, and "Ash" is lilac. Their names now match what you see: **Mint** and **Lilac**. Nothing about your existing pets changes — same colours, same variants, only the label was wrong. ### Translations - French, Portuguese, Russian and Simplified Chinese are now **complete** (230/230 strings). Previously about half the guide book, the advancements and parts of the pet menu fell back to English. Now fully translated, alongside English, Turkish, German and Spanish. ### Other - Bug reports and feedback: Discord **emreconf** (listed on the mod page and in the mod metadata). - Removed a broken "Source" link that pointed at a private repository. Available for **Minecraft 26.1.2** (`0.2.2`) and **Minecraft 26.2** (`0.2.2+26.2`).
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Adorable Mochi Pets 0.2.2 (MC 26.1.2)

0.2.2
9 июл. 2026 г.22Minecraft: 26.1.2fabric
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## 0.2.2 ### Fixed - Two colour morphs were showing the wrong name. The morph called "Red" is actually mint green, and "Ash" is lilac. Their names now match what you see: **Mint** and **Lilac**. Nothing about your existing pets changes — same colours, same variants, only the label was wrong. ### Translations - French, Portuguese, Russian and Simplified Chinese are now **complete** (230/230 strings). Previously about half the guide book, the advancements and parts of the pet menu fell back to English. Now fully translated, alongside English, Turkish, German and Spanish. ### Other - Bug reports and feedback: Discord **emreconf** (listed on the mod page and in the mod metadata). - Removed a broken "Source" link that pointed at a private repository. Available for **Minecraft 26.1.2** (`0.2.2`) and **Minecraft 26.2** (`0.2.2+26.2`).
release

Adorable Mochi Pets 0.2.1 (MC 26.2)

0.2.1+26.2
9 июл. 2026 г.16Minecraft: 26.2fabric
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## Minecraft 26.2 support Same mod, same features as 0.2.1 — rebuilt against Minecraft 26.2. Requires GeckoLib 5.5.3+ and Fabric API for 26.2. ModMenu and Jade integrations work with their 26.2 builds. If you are still on Minecraft 26.1.2, download the plain `0.2.1` file instead. The two are kept in lockstep: features land on both, and the version numbers match. ### Under the hood Minecraft 26.2 moved several APIs and tightened its data file parsing. Advancement entity predicates, the combat knockback call, the lightning entity type and one screen method all changed. Every advancement and every recipe was verified to load cleanly on a real 26.2 server before release.
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Adorable Mochi Pets 0.2.1 (MC 26.1.2)

0.2.1
9 июл. 2026 г.11Minecraft: 26.1.2fabric
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Maintenance release for Minecraft 26.1.2. - Pinned the supported Minecraft range to 26.1.x. Minecraft 26.2 now has its own separate file — installing the wrong one no longer results in a confusing crash. - Tidied up four crafting recipes that declared a non-existent recipe book category. No functional change on 26.1.2; the recipes always worked. Gameplay is identical to 0.2.0. If you are on 26.2, download the `0.2.1+26.2` file instead.
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Adorable Mochi Pets 0.2.0

0.2.0
9 июл. 2026 г.10Minecraft: 26.1.2fabric
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## 0.2.0 — Survival-focused overhaul A large update. Mochi is now a pure survival companion: every cheat-like ability was removed, and the model, items and animations were rebuilt from scratch. ### Removed - The entire in-game AI assistant subsystem (chat, voice, TTS, command tools) has been deleted. Mochi no longer gives you items or builds for you. What remains is a physical helper: your Mochi actually walks over, breaks blocks and brings the drops back to you. ### Model & visuals - Rebuilt geometry: a rounder, chibi loaf body with a cartoon-style face (no more flat black eyes). - Cheek pouches now only bulge when the Mochi is actually carrying food. - The hat is gone from the default look. - New collar visual on tamed Mochis, and head tracking so they look at you. - 31 hand-drawn 16x16 pixel-art item icons replacing the old renders. - New ambient animations (stretch), stronger combat animations, and a curl-up sleep animation for beds. ### Gameplay - Personalities now define a combat role with real stat differences and active perks: Brave (fighter), Lazy (tank, heals while resting), Playful (fast gatherer), Shy (22% dodge chance), Greedy (+50% XP from treats). - Beds: right-click a bed to bind the nearest Mochi to it. They walk home, curl up and sleep on their own. - Four new crate blocks (acorn, cucumber, green beans, food mix) with pack/unpack recipes. - Mochis can be leashed. Babies are smaller and cuter. - Weapon enchantments now apply on every hit; spell book slots added. - New guide book pages covering personalities, roles and the wood-gathering helper. ### Quality of life - ModMenu configuration screen (7 toggles, 5 sliders). - Optional update notification on join. - 8 languages: English, Turkish, German, Spanish, French, Portuguese, Russian, Chinese. ### Fixes - The `naturalSpawn` config option was never actually checked. It now works. - The creative-menu guide book only listed half of its pages.
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Adorable Mochi Pets 0.1.0

0.1.0
1 июл. 2026 г.31Minecraft: 26.1.2fabric
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First release. 24 pastel Mochi morphs, tameable GeckoLib pets, cheek pouches, cozy beds (11 woods), 5-tier armor with trims, crops & wild bushes, storage crates, guard combat, a survival wood-gathering helper (it really walks to a tree and chops it), ore/danger sense, shoulder perching, leveling, guide book. English & Turkish.