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Ancient Creature

Ancient Creature adds prehistoric discoveries to Minecraft. Explore dig sites, uncover fossil fragments and ancient eggs, identify remains, and piece together creatures from the distant past.

Автор: CoolerProMC1,1 тыс.4обновлён 12 окт. 2026 г.
Мобы

Описание

Ancient Creature is a Minecraft mod about paleontology, fossil processing, genetic reconstruction, and bringing extinct animals back to life. Explore dig sites, recover fossils, rebuild ancient DNA, incubate embryos, and release living prehistoric creatures into the world.

[!WARNING] Ancient Creature is in early beta. Features are incomplete and bugs are expected. Creature behavior, balance, recipes, models, animations, world generation, registry names, save data, and other systems may change between releases. Back up important worlds before updating the mod, and do not assume beta worlds will remain fully compatible with future versions.

Current Features

  • Fossil ore, rock piles, suspicious blocks, and biome-specific archaeological dig sites.
  • Multiple chisels and fossil fragment types.
  • A multi-stage laboratory workflow using dedicated machines:
    1. Clean recovered fossil fragments.
    2. Identify their species.
    3. Extract ancient DNA.
    4. Sequence and complete the genome.
    5. Create an embryo and fertilized ancient egg.
    6. Incubate the egg to receive a baby creature capsule.
  • Fossil completeness, fossil damage, DNA integrity, and species identification systems.
  • Animated machinery with custom interfaces and processing sounds.
  • Baby creature capsules that remember the player who released the creature.
  • Capsule-released creatures will not target or retaliate against their owner.

Creatures

Triceratops

A defensive herbivore that normally wanders and grazes. It becomes aggressive toward nearby hostile mobs and players carrying weapons, then bellows and charges. While charging, it can break blocks included in the #ancientcreature:creature_destroyable block tag when mob griefing is enabled.

Tyrannosaurus Rex

A territorial apex predator with idle, walking, roaring, and biting animations. Adults hunt animals, hostile mobs, and survival players. A T-Rex roars when beginning an engagement, then sprints after its target and can smash tagged obstacles in its path. Babies do not hunt.

Megalodon

A giant aquatic predator with smooth three-dimensional swimming, an articulated tail, and a bite animation. Adults hunt aquatic creatures and survival players in the water, while babies remain non-aggressive. Its model uses a more elongated reconstruction rather than simply scaling up a modern great white shark.

Creature Ownership

Creatures released from baby creature capsules store the releasing player's UUID as their owner. Ownership persists after saving and reloading the world. Owned creatures cannot select, attack, or retaliate against their owner; this safety system does not otherwise tame them or replace their normal behavior.

Creatures created with commands or through other non-capsule methods are unowned.

Галерея

Последние версии

Все версии →
beta

ancientcreature-26.1.2.12+26.1.2-fabric

26.1.2.12
12 окт. 2026 г.40Minecraft: 26.1.2fabric
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Что нового
## 26.1.2.12 - Chisels now add completeness to fossils from plain Fossil Ore and the bones in rock piles, instead of chipping it away, so a better chisel always gives better fossils - Golden +0%, Stone +6%, Copper +9%, Iron +16%, Diamond +25%, Netherite +31% - Deepslate Fossil Ore, Amber Ore, Frozen Fossils and egg fossils from rock piles still lose the chisel's damage rate as before - Chisel tooltips, the Field Guide and JEI now show both values
beta

ancientcreature-26.1.2.12+26.1.2-neoforge

26.1.2.12
12 окт. 2026 г.23Minecraft: 26.1.2neoforge
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Что нового
## 26.1.2.12 - Chisels now add completeness to fossils from plain Fossil Ore and the bones in rock piles, instead of chipping it away, so a better chisel always gives better fossils - Golden +0%, Stone +6%, Copper +9%, Iron +16%, Diamond +25%, Netherite +31% - Deepslate Fossil Ore, Amber Ore, Frozen Fossils and egg fossils from rock piles still lose the chisel's damage rate as before - Chisel tooltips, the Field Guide and JEI now show both values
beta

ancientcreature-26.2.0.6+26.2-neoforge

26.2.0.6
12 окт. 2026 г.27Minecraft: 26.2neoforge
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Что нового
## 26.2.0.6 - Chisels now add completeness to fossils from plain Fossil Ore and the bones in rock piles, instead of chipping it away, so a better chisel always gives better fossils - Golden +0%, Stone +6%, Copper +9%, Iron +16%, Diamond +25%, Netherite +31% - Deepslate Fossil Ore, Amber Ore, Frozen Fossils and egg fossils from rock piles still lose the chisel's damage rate as before - Chisel tooltips, the Field Guide and JEI now show both values
beta

ancientcreature-26.2.0.6+26.2-fabric

26.2.0.6
12 окт. 2026 г.73Minecraft: 26.2fabric
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Что нового
## 26.2.0.6 - Chisels now add completeness to fossils from plain Fossil Ore and the bones in rock piles, instead of chipping it away, so a better chisel always gives better fossils - Golden +0%, Stone +6%, Copper +9%, Iron +16%, Diamond +25%, Netherite +31% - Deepslate Fossil Ore, Amber Ore, Frozen Fossils and egg fossils from rock piles still lose the chisel's damage rate as before - Chisel tooltips, the Field Guide and JEI now show both values
beta

ancientcreature-26.3.0.4+26.3-neoforge

26.3.0.4
12 окт. 2026 г.669Minecraft: 26.3neoforge
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Что нового
## 26.3.0.4 - Chisels now add completeness to fossils from plain Fossil Ore and the bones in rock piles, instead of chipping it away, so a better chisel always gives better fossils - Golden +0%, Stone +6%, Copper +9%, Iron +16%, Diamond +25%, Netherite +31% - Deepslate Fossil Ore, Amber Ore, Frozen Fossils and egg fossils from rock piles still lose the chisel's damage rate as before - Chisel tooltips, the Field Guide and JEI now show both values
beta

ancientcreature-26.3.0.4+26.3-fabric

26.3.0.4
12 окт. 2026 г.157Minecraft: 26.3fabric
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Что нового
## 26.3.0.4 - Chisels now add completeness to fossils from plain Fossil Ore and the bones in rock piles, instead of chipping it away, so a better chisel always gives better fossils - Golden +0%, Stone +6%, Copper +9%, Iron +16%, Diamond +25%, Netherite +31% - Deepslate Fossil Ore, Amber Ore, Frozen Fossils and egg fossils from rock piles still lose the chisel's damage rate as before - Chisel tooltips, the Field Guide and JEI now show both values
beta

ancientcreature-26.1.2.11+26.1.2-fabric

26.1.2.11
11 окт. 2026 г.1Minecraft: 26.1.2fabric
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Что нового
## 26.1.2.11 - Machine screens now show more - The Incubator shows the time left on the current egg - The Genome Sequencer shows how complete the cartridge is - Hovering the empty donor slot in the Embryogenesis Chamber explains hybrid splicing - The DNA Extractor warns when a fossil is too degraded for DNA, and no longer uses up the fossil, Extraction Fluid or vial on it - Hoppers and pipes can now only take finished products out of the lab machines, so they no longer drain input slots - JEI no longer covers the upgrade panel beside the machine screens - Creatures - Added a roar animation to the 16 creatures that lowered their head as if eating when they roared - Creatures now play their eating or grazing animation when hand-fed - Dying creatures with their own death animation no longer flip upside down into the ground - Released creatures now start at full health, including the extra health from their genome - Triceratops now grazes to feed itself - Fixed Parasaurolophus, Stegosaurus, Stegoceratops, Woolly Mammoth and Woolly Rhinoceros ignoring their own grazing settings - Pteranodon and Quetzalcoatlus no longer climb endlessly into the sky, and now dive on their prey after circling it - Predators no longer hunt revived creatures stronger than themselves, or flyers in the air - New `Creatures.hunger` config: set it to false and creatures stay full, so they never need feeding - Fixed a crash when opening the Species Journal - Fixed creatures from completed cartridges, eggs and capsules turning into a Triceratops when the item had no species set - Fixed fossil names ending in a stray space, and fossil and DNA sample names not being translated on servers - Machines no longer save every tick while idle - Datapacks: misspelt behavior component options are now reported in the log instead of being silently ignored ## 26.1.2.10 - Reworked dig sites - Camps now open up to three excavation pits around them: trenches, stepped quarries, half-uncovered skeletons and collapsed sinkholes, with brushable layers above fossil ore - Each biome's site has its own brushing loot: different mixes of parts, amber in jungles, better-preserved bones in cold sites and sea creatures at coastal sites; roughly one brushed block in six holds a fossil, and skulls, vertebrae and egg fossils can now be brushed - Camp chests now hold fossils, tools, the expedition's Field Notes (species recorded in the region and excavation tips) and sometimes a Dig Site Map to another site - Some camps were overrun: their undead crew still guards the main pit, but their chests hold the best finds - New ways to find fossils - Deepslate Fossil Ore below Y 0: rarer parts, 15% more complete - Amber Ore in jungles, dark forests, mangrove swamps and lush caves, dropping Amber with Insect, a new fossil part with the best DNA bonus - Frozen Fossils in the packed ice of frozen biomes: 25% more complete, always ice-age species - Fossil seams on exposed cliff faces in badlands and other rocky biomes, and buried fossil beds in deserts, badlands, savannas, plains and swamps - Sifter: a craftable sieve that turns gravel, sand, red sand, mud or dirt into the odd fossil fragment - Fossils can turn up when brushing desert pyramids, desert wells, trail ruins and ocean ruins, when fishing, and from husks and drowned killed by a player - Wandering traders sometimes sell fossils and amber; cartographers sell Dig Site Maps - Two to four identified fossils of one species can be reassembled on a crafting table into one more complete fossil - Creature care - Creatures now have a comfort level based on hunger, space, company, climate, recent pain and hand-feeding (shown in Jade). Content creatures slowly heal, only settled ones breed, and distressed large ones smash through wooden fences, walls and glass (can be turned off with `Creatures.comfort`) - Each species has its own needs: solitary, pairs or herds of a given size, and a cold, temperate or warm climate - New Reinforced Fence and Reinforced Fence Gate that no creature can break, and a redstone-powered Electric Fence that shocks and throws back anything that touches it - Horn Whistle: tell your creatures to roam, follow or stay, call every creature within 48 blocks, or make them all stay. Following creatures defend you - A population limit stops breeding, hatching and capsule releases once 64 creatures live within 64 blocks (configurable) - Species listed in the new `Creatures.passiveSpecies` config never start fights - Riding - Creatures now need a Creature Saddle before they can be ridden (can be turned off with `Riding.requireSaddle`) - Iron, golden, diamond and netherite creature armor, shown on the creature - Mount abilities on R: roar, charge, bite, tail sweep, stomp, pounce or dive, depending on the species - Genetics - DNA samples now have a quality and genome cartridges a fidelity. The fidelity decides a new creature's size, health, speed and temperament, and whether it is sterile or frail. Bred babies inherit their parents' traits - Hybrids: splice the genomes of two species in the Embryogenesis Chamber's new donor slot. Added the Stegoceratops (Stegosaurus × Triceratops) and the Tyrannoraptor (Tyrannosaurus Rex × Velociraptor). Hybrids are always sterile - Every species now has a rarer mottled skin - Lab upgrades: Speed, Precision and Efficiency modules fit two to a machine - Creatures now drop meat and materials: Raw Prehistoric Meat, Thick Hide, Osteoderm, Prehistoric Horn, Predator Tooth, Sickle Claw, Prehistoric Feather, Woolly Fur, Mammoth Tusk, Megalodon Tooth and Arthropleura Chitin, used for saddles, armor, the Horn Whistle, leather, wool, feathers and bone meal - Gill-breathing sea creatures now dry out on land - Custom species - Resource packs now use standard Bedrock client entities and render controllers, with full Molang in animations, controllers and scripts, per-face UV, poly meshes and locators. Packs in the earlier format still load and look the same - New species fields: `care`, `riding`, `variants`, `respiration` and `hybrid` - Fixed dig site chests giving empty fossils - Fixed a crash when fossil loot was generated with no player around (e.g. a hopper emptying a dig site chest) - Fixed fossil ore almost never generating underground - Fossils found underground or in a biome no species lives in now take the species of the land above, instead of dropping nothing ## 26.1.2.9 - Added the Paleontologist's Field Guide, given to players the first time they join a world (can be turned off with `FieldGuide.giveOnFirstJoin` in the common config) - Remade the models, textures and animations of every machine: DNA Extractor, Embryogenesis Chamber, Fossil Cleaning Table, Fossil Identification Chamber, Genome Sequencer and Incubator - Higher resolution textures with readable labels and screens - Glass and fluids are now see-through - Screens and light strips glow in the dark, and extra lights (heater coils, lasers, lamps, status LEDs) turn on while a machine is running - New, more detailed processing animations, plus small idle animations
beta

ancientcreature-26.1.2.11+26.1.2-neoforge

26.1.2.11
11 окт. 2026 г.2Minecraft: 26.1.2neoforge
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Что нового
## 26.1.2.11 - Machine screens now show more - The Incubator shows the time left on the current egg - The Genome Sequencer shows how complete the cartridge is - Hovering the empty donor slot in the Embryogenesis Chamber explains hybrid splicing - The DNA Extractor warns when a fossil is too degraded for DNA, and no longer uses up the fossil, Extraction Fluid or vial on it - Hoppers and pipes can now only take finished products out of the lab machines, so they no longer drain input slots - JEI no longer covers the upgrade panel beside the machine screens - Creatures - Added a roar animation to the 16 creatures that lowered their head as if eating when they roared - Creatures now play their eating or grazing animation when hand-fed - Dying creatures with their own death animation no longer flip upside down into the ground - Released creatures now start at full health, including the extra health from their genome - Triceratops now grazes to feed itself - Fixed Parasaurolophus, Stegosaurus, Stegoceratops, Woolly Mammoth and Woolly Rhinoceros ignoring their own grazing settings - Pteranodon and Quetzalcoatlus no longer climb endlessly into the sky, and now dive on their prey after circling it - Predators no longer hunt revived creatures stronger than themselves, or flyers in the air - New `Creatures.hunger` config: set it to false and creatures stay full, so they never need feeding - Fixed a crash when opening the Species Journal - Fixed creatures from completed cartridges, eggs and capsules turning into a Triceratops when the item had no species set - Fixed fossil names ending in a stray space, and fossil and DNA sample names not being translated on servers - Machines no longer save every tick while idle - Datapacks: misspelt behavior component options are now reported in the log instead of being silently ignored ## 26.1.2.10 - Reworked dig sites - Camps now open up to three excavation pits around them: trenches, stepped quarries, half-uncovered skeletons and collapsed sinkholes, with brushable layers above fossil ore - Each biome's site has its own brushing loot: different mixes of parts, amber in jungles, better-preserved bones in cold sites and sea creatures at coastal sites; roughly one brushed block in six holds a fossil, and skulls, vertebrae and egg fossils can now be brushed - Camp chests now hold fossils, tools, the expedition's Field Notes (species recorded in the region and excavation tips) and sometimes a Dig Site Map to another site - Some camps were overrun: their undead crew still guards the main pit, but their chests hold the best finds - New ways to find fossils - Deepslate Fossil Ore below Y 0: rarer parts, 15% more complete - Amber Ore in jungles, dark forests, mangrove swamps and lush caves, dropping Amber with Insect, a new fossil part with the best DNA bonus - Frozen Fossils in the packed ice of frozen biomes: 25% more complete, always ice-age species - Fossil seams on exposed cliff faces in badlands and other rocky biomes, and buried fossil beds in deserts, badlands, savannas, plains and swamps - Sifter: a craftable sieve that turns gravel, sand, red sand, mud or dirt into the odd fossil fragment - Fossils can turn up when brushing desert pyramids, desert wells, trail ruins and ocean ruins, when fishing, and from husks and drowned killed by a player - Wandering traders sometimes sell fossils and amber; cartographers sell Dig Site Maps - Two to four identified fossils of one species can be reassembled on a crafting table into one more complete fossil - Creature care - Creatures now have a comfort level based on hunger, space, company, climate, recent pain and hand-feeding (shown in Jade). Content creatures slowly heal, only settled ones breed, and distressed large ones smash through wooden fences, walls and glass (can be turned off with `Creatures.comfort`) - Each species has its own needs: solitary, pairs or herds of a given size, and a cold, temperate or warm climate - New Reinforced Fence and Reinforced Fence Gate that no creature can break, and a redstone-powered Electric Fence that shocks and throws back anything that touches it - Horn Whistle: tell your creatures to roam, follow or stay, call every creature within 48 blocks, or make them all stay. Following creatures defend you - A population limit stops breeding, hatching and capsule releases once 64 creatures live within 64 blocks (configurable) - Species listed in the new `Creatures.passiveSpecies` config never start fights - Riding - Creatures now need a Creature Saddle before they can be ridden (can be turned off with `Riding.requireSaddle`) - Iron, golden, diamond and netherite creature armor, shown on the creature - Mount abilities on R: roar, charge, bite, tail sweep, stomp, pounce or dive, depending on the species - Genetics - DNA samples now have a quality and genome cartridges a fidelity. The fidelity decides a new creature's size, health, speed and temperament, and whether it is sterile or frail. Bred babies inherit their parents' traits - Hybrids: splice the genomes of two species in the Embryogenesis Chamber's new donor slot. Added the Stegoceratops (Stegosaurus × Triceratops) and the Tyrannoraptor (Tyrannosaurus Rex × Velociraptor). Hybrids are always sterile - Every species now has a rarer mottled skin - Lab upgrades: Speed, Precision and Efficiency modules fit two to a machine - Creatures now drop meat and materials: Raw Prehistoric Meat, Thick Hide, Osteoderm, Prehistoric Horn, Predator Tooth, Sickle Claw, Prehistoric Feather, Woolly Fur, Mammoth Tusk, Megalodon Tooth and Arthropleura Chitin, used for saddles, armor, the Horn Whistle, leather, wool, feathers and bone meal - Gill-breathing sea creatures now dry out on land - Custom species - Resource packs now use standard Bedrock client entities and render controllers, with full Molang in animations, controllers and scripts, per-face UV, poly meshes and locators. Packs in the earlier format still load and look the same - New species fields: `care`, `riding`, `variants`, `respiration` and `hybrid` - Fixed dig site chests giving empty fossils - Fixed a crash when fossil loot was generated with no player around (e.g. a hopper emptying a dig site chest) - Fixed fossil ore almost never generating underground - Fossils found underground or in a biome no species lives in now take the species of the land above, instead of dropping nothing ## 26.1.2.9 - Added the Paleontologist's Field Guide, given to players the first time they join a world (can be turned off with `FieldGuide.giveOnFirstJoin` in the common config) - Remade the models, textures and animations of every machine: DNA Extractor, Embryogenesis Chamber, Fossil Cleaning Table, Fossil Identification Chamber, Genome Sequencer and Incubator - Higher resolution textures with readable labels and screens - Glass and fluids are now see-through - Screens and light strips glow in the dark, and extra lights (heater coils, lasers, lamps, status LEDs) turn on while a machine is running - New, more detailed processing animations, plus small idle animations
beta

ancientcreature-26.2.0.5+26.2-fabric

26.2.0.5
11 окт. 2026 г.6Minecraft: 26.2fabric
Скачать
Что нового
## 26.2.0.5 - Machine screens now show more - The Incubator shows the time left on the current egg - The Genome Sequencer shows how complete the cartridge is - Hovering the empty donor slot in the Embryogenesis Chamber explains hybrid splicing - The DNA Extractor warns when a fossil is too degraded for DNA, and no longer uses up the fossil, Extraction Fluid or vial on it - Hoppers and pipes can now only take finished products out of the lab machines, so they no longer drain input slots - JEI no longer covers the upgrade panel beside the machine screens - Creatures - Added a roar animation to the 16 creatures that lowered their head as if eating when they roared - Creatures now play their eating or grazing animation when hand-fed - Dying creatures with their own death animation no longer flip upside down into the ground - Released creatures now start at full health, including the extra health from their genome - Triceratops now grazes to feed itself - Fixed Parasaurolophus, Stegosaurus, Stegoceratops, Woolly Mammoth and Woolly Rhinoceros ignoring their own grazing settings - Pteranodon and Quetzalcoatlus no longer climb endlessly into the sky, and now dive on their prey after circling it - Predators no longer hunt revived creatures stronger than themselves, or flyers in the air - New `Creatures.hunger` config: set it to false and creatures stay full, so they never need feeding - Fixed a crash when opening the Species Journal - Fixed creatures from completed cartridges, eggs and capsules turning into a Triceratops when the item had no species set - Fixed fossil names ending in a stray space, and fossil and DNA sample names not being translated on servers - Machines no longer save every tick while idle - Datapacks: misspelt behavior component options are now reported in the log instead of being silently ignored ## 26.2.0.4 - Reworked dig sites - Camps now open up to three excavation pits around them: trenches, stepped quarries, half-uncovered skeletons and collapsed sinkholes, with brushable layers above fossil ore - Each biome's site has its own brushing loot: different mixes of parts, amber in jungles, better-preserved bones in cold sites and sea creatures at coastal sites; roughly one brushed block in six holds a fossil, and skulls, vertebrae and egg fossils can now be brushed - Camp chests now hold fossils, tools, the expedition's Field Notes (species recorded in the region and excavation tips) and sometimes a Dig Site Map to another site - Some camps were overrun: their undead crew still guards the main pit, but their chests hold the best finds - New ways to find fossils - Deepslate Fossil Ore below Y 0: rarer parts, 15% more complete - Amber Ore in jungles, dark forests, mangrove swamps and lush caves, dropping Amber with Insect, a new fossil part with the best DNA bonus - Frozen Fossils in the packed ice of frozen biomes: 25% more complete, always ice-age species - Fossil seams on exposed cliff faces in badlands and other rocky biomes, and buried fossil beds in deserts, badlands, savannas, plains and swamps - Sifter: a craftable sieve that turns gravel, sand, red sand, mud or dirt into the odd fossil fragment - Fossils can turn up when brushing desert pyramids, desert wells, trail ruins and ocean ruins, when fishing, and from husks and drowned killed by a player - Wandering traders sometimes sell fossils and amber; cartographers sell Dig Site Maps - Two to four identified fossils of one species can be reassembled on a crafting table into one more complete fossil - Creature care - Creatures now have a comfort level based on hunger, space, company, climate, recent pain and hand-feeding (shown in Jade). Content creatures slowly heal, only settled ones breed, and distressed large ones smash through wooden fences, walls and glass (can be turned off with `Creatures.comfort`) - Each species has its own needs: solitary, pairs or herds of a given size, and a cold, temperate or warm climate - New Reinforced Fence and Reinforced Fence Gate that no creature can break, and a redstone-powered Electric Fence that shocks and throws back anything that touches it - Horn Whistle: tell your creatures to roam, follow or stay, call every creature within 48 blocks, or make them all stay. Following creatures defend you - A population limit stops breeding, hatching and capsule releases once 64 creatures live within 64 blocks (configurable) - Species listed in the new `Creatures.passiveSpecies` config never start fights - Riding - Creatures now need a Creature Saddle before they can be ridden (can be turned off with `Riding.requireSaddle`) - Iron, golden, diamond and netherite creature armor, shown on the creature - Mount abilities on R: roar, charge, bite, tail sweep, stomp, pounce or dive, depending on the species - Genetics - DNA samples now have a quality and genome cartridges a fidelity. The fidelity decides a new creature's size, health, speed and temperament, and whether it is sterile or frail. Bred babies inherit their parents' traits - Hybrids: splice the genomes of two species in the Embryogenesis Chamber's new donor slot. Added the Stegoceratops (Stegosaurus × Triceratops) and the Tyrannoraptor (Tyrannosaurus Rex × Velociraptor). Hybrids are always sterile - Every species now has a rarer mottled skin - Lab upgrades: Speed, Precision and Efficiency modules fit two to a machine - Creatures now drop meat and materials: Raw Prehistoric Meat, Thick Hide, Osteoderm, Prehistoric Horn, Predator Tooth, Sickle Claw, Prehistoric Feather, Woolly Fur, Mammoth Tusk, Megalodon Tooth and Arthropleura Chitin, used for saddles, armor, the Horn Whistle, leather, wool, feathers and bone meal - Gill-breathing sea creatures now dry out on land - Custom species - Resource packs now use standard Bedrock client entities and render controllers, with full Molang in animations, controllers and scripts, per-face UV, poly meshes and locators. Packs in the earlier format still load and look the same - New species fields: `care`, `riding`, `variants`, `respiration` and `hybrid` - Fixed dig site chests giving empty fossils - Fixed a crash when fossil loot was generated with no player around (e.g. a hopper emptying a dig site chest) - Fixed fossil ore almost never generating underground - Fossils found underground or in a biome no species lives in now take the species of the land above, instead of dropping nothing ## 26.2.0.3 - Added the Paleontologist's Field Guide, given to players the first time they join a world (can be turned off with `FieldGuide.giveOnFirstJoin` in the common config) - Remade the models, textures and animations of every machine: DNA Extractor, Embryogenesis Chamber, Fossil Cleaning Table, Fossil Identification Chamber, Genome Sequencer and Incubator - Higher resolution textures with readable labels and screens - Glass and fluids are now see-through - Screens and light strips glow in the dark, and extra lights (heater coils, lasers, lamps, status LEDs) turn on while a machine is running - New, more detailed processing animations, plus small idle animations
beta

ancientcreature-26.2.0.5+26.2-neoforge

26.2.0.5
11 окт. 2026 г.2Minecraft: 26.2neoforge
Скачать
Что нового
## 26.2.0.5 - Machine screens now show more - The Incubator shows the time left on the current egg - The Genome Sequencer shows how complete the cartridge is - Hovering the empty donor slot in the Embryogenesis Chamber explains hybrid splicing - The DNA Extractor warns when a fossil is too degraded for DNA, and no longer uses up the fossil, Extraction Fluid or vial on it - Hoppers and pipes can now only take finished products out of the lab machines, so they no longer drain input slots - JEI no longer covers the upgrade panel beside the machine screens - Creatures - Added a roar animation to the 16 creatures that lowered their head as if eating when they roared - Creatures now play their eating or grazing animation when hand-fed - Dying creatures with their own death animation no longer flip upside down into the ground - Released creatures now start at full health, including the extra health from their genome - Triceratops now grazes to feed itself - Fixed Parasaurolophus, Stegosaurus, Stegoceratops, Woolly Mammoth and Woolly Rhinoceros ignoring their own grazing settings - Pteranodon and Quetzalcoatlus no longer climb endlessly into the sky, and now dive on their prey after circling it - Predators no longer hunt revived creatures stronger than themselves, or flyers in the air - New `Creatures.hunger` config: set it to false and creatures stay full, so they never need feeding - Fixed a crash when opening the Species Journal - Fixed creatures from completed cartridges, eggs and capsules turning into a Triceratops when the item had no species set - Fixed fossil names ending in a stray space, and fossil and DNA sample names not being translated on servers - Machines no longer save every tick while idle - Datapacks: misspelt behavior component options are now reported in the log instead of being silently ignored ## 26.2.0.4 - Reworked dig sites - Camps now open up to three excavation pits around them: trenches, stepped quarries, half-uncovered skeletons and collapsed sinkholes, with brushable layers above fossil ore - Each biome's site has its own brushing loot: different mixes of parts, amber in jungles, better-preserved bones in cold sites and sea creatures at coastal sites; roughly one brushed block in six holds a fossil, and skulls, vertebrae and egg fossils can now be brushed - Camp chests now hold fossils, tools, the expedition's Field Notes (species recorded in the region and excavation tips) and sometimes a Dig Site Map to another site - Some camps were overrun: their undead crew still guards the main pit, but their chests hold the best finds - New ways to find fossils - Deepslate Fossil Ore below Y 0: rarer parts, 15% more complete - Amber Ore in jungles, dark forests, mangrove swamps and lush caves, dropping Amber with Insect, a new fossil part with the best DNA bonus - Frozen Fossils in the packed ice of frozen biomes: 25% more complete, always ice-age species - Fossil seams on exposed cliff faces in badlands and other rocky biomes, and buried fossil beds in deserts, badlands, savannas, plains and swamps - Sifter: a craftable sieve that turns gravel, sand, red sand, mud or dirt into the odd fossil fragment - Fossils can turn up when brushing desert pyramids, desert wells, trail ruins and ocean ruins, when fishing, and from husks and drowned killed by a player - Wandering traders sometimes sell fossils and amber; cartographers sell Dig Site Maps - Two to four identified fossils of one species can be reassembled on a crafting table into one more complete fossil - Creature care - Creatures now have a comfort level based on hunger, space, company, climate, recent pain and hand-feeding (shown in Jade). Content creatures slowly heal, only settled ones breed, and distressed large ones smash through wooden fences, walls and glass (can be turned off with `Creatures.comfort`) - Each species has its own needs: solitary, pairs or herds of a given size, and a cold, temperate or warm climate - New Reinforced Fence and Reinforced Fence Gate that no creature can break, and a redstone-powered Electric Fence that shocks and throws back anything that touches it - Horn Whistle: tell your creatures to roam, follow or stay, call every creature within 48 blocks, or make them all stay. Following creatures defend you - A population limit stops breeding, hatching and capsule releases once 64 creatures live within 64 blocks (configurable) - Species listed in the new `Creatures.passiveSpecies` config never start fights - Riding - Creatures now need a Creature Saddle before they can be ridden (can be turned off with `Riding.requireSaddle`) - Iron, golden, diamond and netherite creature armor, shown on the creature - Mount abilities on R: roar, charge, bite, tail sweep, stomp, pounce or dive, depending on the species - Genetics - DNA samples now have a quality and genome cartridges a fidelity. The fidelity decides a new creature's size, health, speed and temperament, and whether it is sterile or frail. Bred babies inherit their parents' traits - Hybrids: splice the genomes of two species in the Embryogenesis Chamber's new donor slot. Added the Stegoceratops (Stegosaurus × Triceratops) and the Tyrannoraptor (Tyrannosaurus Rex × Velociraptor). Hybrids are always sterile - Every species now has a rarer mottled skin - Lab upgrades: Speed, Precision and Efficiency modules fit two to a machine - Creatures now drop meat and materials: Raw Prehistoric Meat, Thick Hide, Osteoderm, Prehistoric Horn, Predator Tooth, Sickle Claw, Prehistoric Feather, Woolly Fur, Mammoth Tusk, Megalodon Tooth and Arthropleura Chitin, used for saddles, armor, the Horn Whistle, leather, wool, feathers and bone meal - Gill-breathing sea creatures now dry out on land - Custom species - Resource packs now use standard Bedrock client entities and render controllers, with full Molang in animations, controllers and scripts, per-face UV, poly meshes and locators. Packs in the earlier format still load and look the same - New species fields: `care`, `riding`, `variants`, `respiration` and `hybrid` - Fixed dig site chests giving empty fossils - Fixed a crash when fossil loot was generated with no player around (e.g. a hopper emptying a dig site chest) - Fixed fossil ore almost never generating underground - Fossils found underground or in a biome no species lives in now take the species of the land above, instead of dropping nothing ## 26.2.0.3 - Added the Paleontologist's Field Guide, given to players the first time they join a world (can be turned off with `FieldGuide.giveOnFirstJoin` in the common config) - Remade the models, textures and animations of every machine: DNA Extractor, Embryogenesis Chamber, Fossil Cleaning Table, Fossil Identification Chamber, Genome Sequencer and Incubator - Higher resolution textures with readable labels and screens - Glass and fluids are now see-through - Screens and light strips glow in the dark, and extra lights (heater coils, lasers, lamps, status LEDs) turn on while a machine is running - New, more detailed processing animations, plus small idle animations