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Ancient Creature

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beta

ancientcreature-26.1.2.12+26.1.2-fabric

26.1.2.12
12 окт. 2026 г.43Minecraft: 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.29Minecraft: 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.74Minecraft: 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.681Minecraft: 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.162Minecraft: 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
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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
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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-26.3.0.3+26.3-neoforge

26.3.0.3
11 окт. 2026 г.3Minecraft: 26.3neoforge
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Что нового
## 26.3.0.3 - 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
beta

ancientcreature-26.3.0.3+26.3-fabric

26.3.0.3
11 окт. 2026 г.5Minecraft: 26.3fabric
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Что нового
## 26.3.0.3 - 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
beta

ancientcreature-26.1.2.10+26.1.2-fabric

26.1.2.10
7 окт. 2026 г.2Minecraft: 26.1.2fabric
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## 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-26.1.2.10+26.1.2-neoforge

26.1.2.10
7 окт. 2026 г.2Minecraft: 26.1.2neoforge
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## 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-26.2.0.4+26.2-neoforge

26.2.0.4
7 окт. 2026 г.2Minecraft: 26.2neoforge
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## 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-26.2.0.4+26.2-fabric

26.2.0.4
7 окт. 2026 г.3Minecraft: 26.2fabric
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## 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-26.3.0.2+26.3-neoforge

26.3.0.2
7 окт. 2026 г.2Minecraft: 26.3neoforge
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Что нового
## 26.3.0.2 - 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 the netherite chisel smithing recipe missing since the 26.3 port - 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
beta

ancientcreature-26.3.0.2+26.3-fabric

26.3.0.2
7 окт. 2026 г.5Minecraft: 26.3fabric
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## 26.3.0.2 - 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 the netherite chisel smithing recipe missing since the 26.3 port - 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
beta

ancientcreature-26.1.2.9+26.1.2-neoforge

26.1.2.9
1 окт. 2026 г.2Minecraft: 26.1.2neoforge
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## 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-26.1.2.9+26.1.2-fabric

26.1.2.9
1 окт. 2026 г.0Minecraft: 26.1.2fabric
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## 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-26.2.0.3+26.2-fabric

26.2.0.3
1 окт. 2026 г.2Minecraft: 26.2fabric
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## 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-26.2.0.3+26.2-neoforge

26.2.0.3
1 окт. 2026 г.1Minecraft: 26.2neoforge
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## 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-26.3.0.1+26.3-neoforge

26.3.0.1
1 окт. 2026 г.3Minecraft: 26.3neoforge
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## 26.3.0.1 - 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-26.3.0.1+26.3-fabric

26.3.0.1
1 окт. 2026 г.4Minecraft: 26.3fabric
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## 26.3.0.1 - 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-26.3.0.0+26.3-fabric

26.3.0.0
16 сент. 2026 г.8Minecraft: 26.3fabric
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## 26.2.0.2 - Fixed a crash when placing an item that isn't a fossil (e.g. a torch) into the Fossil Cleaning Table - ### Fabric - Fixed creative tab requiring a world rejoin to show its contents - Fixed a crash when taking a data-driven item (e.g. fossil part) from the creative tab
beta

ancientcreature-26.3.0.0+26.3-neoforge

26.3.0.0
16 сент. 2026 г.3Minecraft: 26.3neoforge
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## 26.2.0.2 - Fixed a crash when placing an item that isn't a fossil (e.g. a torch) into the Fossil Cleaning Table - ### Fabric - Fixed creative tab requiring a world rejoin to show its contents - Fixed a crash when taking a data-driven item (e.g. fossil part) from the creative tab
beta

ancientcreature-26.2.0.2+26.2-neoforge

26.2.0.2
15 сент. 2026 г.3Minecraft: 26.2neoforge
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## 26.2.0.2 - Fixed a crash when placing an item that isn't a fossil (e.g. a torch) into the Fossil Cleaning Table - ### Fabric - Fixed creative tab requiring a world rejoin to show its contents - Fixed a crash when taking a data-driven item (e.g. fossil part) from the creative tab
beta

ancientcreature-26.2.0.2+26.2-fabric

26.2.0.2
15 сент. 2026 г.3Minecraft: 26.2fabric
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## 26.2.0.2 - Fixed a crash when placing an item that isn't a fossil (e.g. a torch) into the Fossil Cleaning Table - ### Fabric - Fixed creative tab requiring a world rejoin to show its contents - Fixed a crash when taking a data-driven item (e.g. fossil part) from the creative tab
beta

ancientcreature-26.1.2.8+26.1.2-neoforge

26.1.2.8
15 сент. 2026 г.4Minecraft: 26.1.2neoforge
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## 26.1.2.8 - Fixed a crash when placing an item that isn't a fossil (e.g. a torch) into the Fossil Cleaning Table - ### Fabric - Fixed creative tab requiring a world rejoin to show its contents - Fixed a crash when taking a data-driven item (e.g. fossil part) from the creative tab
beta

ancientcreature-26.1.2.8+26.1.2-fabric

26.1.2.8
15 сент. 2026 г.13Minecraft: 26.1.2fabric
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## 26.1.2.8 - Fixed a crash when placing an item that isn't a fossil (e.g. a torch) into the Fossil Cleaning Table - ### Fabric - Fixed creative tab requiring a world rejoin to show its contents - Fixed a crash when taking a data-driven item (e.g. fossil part) from the creative tab