_Animalia is a Minecraft mod focused on making the world feel more alive and diverse through new animals while staying true to the style and atmosphere of vanilla Minecraft._
Each animal is designed to feel like a natural part of the world, with its own behavior, movement, and personality, making encounters during exploration and survival more interesting and memorable.
Animalia Animals
Now mod include this content:
6 new, unique mobs with special mechanics, plus lots of items and blocks
Planned Features:
The Animalia animal roster will be continually expanded in future updates. Currently, we plan to add over 50 creatures (including giraffes, ostriches, bears, Komodo dragons, pythons, Galapagos tortoises, tigers, eagles, and bison). You can check out the full list on our Discord server.
Community
Follow the development of the mod, share ideas, and stay updated here:
Animalia 1.0.2
- Full Animalia port for NeoForge 1.21.1.
- Crocodiles now swallow and digest loot from mobs they kill.
- Added an option to disable death-roll camera rotation.
- Fixed Wheat breeding, Crocodile egg particles, and Antiseptic poison reduction.
Requires NeoForge 21.1.249+ and GeckoLib 4.9.2+.
Animalia 1.0.2
- Crocodiles now swallow and digest loot from mobs they kill.
- Added an option to disable death-roll camera rotation.
- Fixed Wheat incorrectly breeding Jaguars and Crocodiles.
Requires Forge 47.4.10 and GeckoLib 4.4.9.
# Animalia 1.0.1 — Hotfix
## Elephant
- Increased tusk attack damage from `10` to `16`.
- Increased trunk attack damage from `4` to `8`.
- Increased stomp damage from `15` to `25`.
- Trunk attacks now launch targets farther and higher.
- Added weighted attack selection:
- Tusk attack — `45%`
- Trunk attack — `35%`
- Single stomp — `10%`
- Four-stomp combo — `10%`
- Taking damage no longer cancels an attack that has already started.
- Fixed stomps sometimes ending before the actual impact.
- Elephants no longer attempt to walk inside their target’s hitbox during combat.
- Fixed unusual sideways turning while chasing targets.
- Adult Elephants now have maximum resistance to standard knockback.
- Elephants can now break light obstacles while actively chasing a target, including:
- Vegetation and blocks already breakable by Rhinoceroses
- Logs and planks
- Wooden stairs and slabs
- Wool and carpets
- Ladders and rails
- Moho eggs
- Elephants now clear obstructing blocks above their bodies when climbing.
- Block breaking only occurs during an active chase and respects the `mobGriefing` game rule.
- Removed tusk segments now gradually regrow:
- One segment per Minecraft day of loaded adult time
- Segments regrow from the base toward the tip
- A completely removed pair of tusks takes six Minecraft days to recover
- Regrowth progress persists after saving and reloading
## Hippopotamus
- Fixed ownership tracking when a Hippopotamus discovers a player-placed melon through its normal food search.
- After eating a valid player-placed melon, the Hippopotamus now correctly remembers and becomes pacified toward its owner.
- Pumpkins have been added to the background diet of adult Hippopotamuses.
- Eating a pumpkin restores `12 HP`.
- Pumpkins cannot pacify, tempt, or breed Hippopotamuses.
## Rhinoceros
- A removed large horn can now naturally regrow.
- Regrowth takes three Minecraft days of loaded adult time.
- The visible horn and its increased attack damage return together.
- Regrowth progress persists after saving and reloading.
- Regrowing a horn does not create an additional item.
## Moho
- Fixed Moho sometimes flying while playing its walking animation.
- Ground movement animations now require actual contact with the ground.
- Adult Moho switch to their flying animation after two consecutive airborne ticks, regardless of movement direction.
- Improved airborne animation handling after knockback, ascent, horizontal displacement, and world loading.
- Moho chicks still cannot fly and will not attempt to use a missing wing animation.
# Animalia 1.0.0 — First Release
Animalia reaches its first full release! This update adds two complete animals, new equipment and building sets, expanded family behavior, improved combat, many new advancements, and a major visual and audio update.
Everything listed below is new or changed since version 0.4.0.
## New Animal: Elephant
- Elephants now spawn naturally in herds of 2–7 across all savanna biomes.
- Natural herds can include calves.
- Adults have 250 health and use three model-aligned attacks:
- Tusk strike: 10 damage with knock-up.
- Trunk strike: 4 damage.
- Stomp: 15 area damage with powerful knock-up.
- Elephants warn unfamiliar players within 10 blocks before attacking.
- Leaving the warning area has a two-second grace period before the Elephant calms down.
- Player-placed Hay Bales can permanently earn an Elephant’s trust.
- Trust is stored separately for every Elephant and player.
- Attacking an Elephant removes the attacker’s trust.
- Injured trusted Elephants can seek player-placed Hay Bales, restoring 25 health after eating.
- Adult Elephants naturally forage for grass and leaves, restoring 15 health.
- Their trunk procedurally reaches toward food, picks it up, renders it visibly, and carries it through the eating animation.
- Elephants can be bred with Apples.
- Calves never attack and flee when harmed.
- Nearby adults defend attacked calves, while adults share aggression with their herd.
- Elephants walk through shallow water, swim through deeper sections, cross rivers when necessary, and seek a suitable route back onto land instead of remaining in open water.
- Elephant attacks can continue pursuing their target through tusk and trunk wind-ups, preventing ordinary walking from avoiding nearly every strike.
- Stomps create temporary non-destructive ground cracks for 20 seconds.
- Some affected blocks rise slightly with randomized height and orientation.
- Stomps produce distance-scaled camera shake within 20 blocks.
- Elephant footsteps also create lighter distance-scaled camera movement.
- Complete adult and calf models, textures, animations, sounds, footsteps, and held-food rendering have been added.
## Tusks, Ivory, and Building Blocks
- Adult Elephants have six removable tusk segments.
- Using an Axe removes one segment, drops one Ivory, and consumes one Axe durability.
- Each cut has a 50% chance to anger the Elephant.
- A trusted player has three seconds to offer an Apple after an unsuccessful cut and prevent the attack.
- Nine Ivory can be compacted into a Block of Ivory and unpacked again.
- Added the complete Ivory building family:
- Block of Ivory
- Smooth Ivory Block, Stairs, Slab, and Wall
- Polished Ivory Block, Stairs, and Slab
- Ivory Bricks, Stairs, Slab, and Wall
- Ivory Pylon
- Chiseled Ivory Bricks
- Ivory Elephant Figurine
- Ivory pieces can be produced through the Crafting Table and Stonecutter without a furnace.
- Ivory blocks use bone sounds and require a Pickaxe for proper harvesting.
- The Block of Ivory can be placed along any axis and uses alternating side-face orientation.
## New Animal: Moho
- Moho now spawn naturally as solitary adults in jungle biomes.
- Added four equally common adult variants:
- Kauai
- Oahu
- Hawaii
- Bishop
- Moho are completely peaceful and drop neither items nor experience.
- Adults alternate between walking and controlled flight, preferring flight most of the time.
- Their flight is faster than a Parrot’s but remains locally bounded instead of climbing endlessly.
- Chicks cannot fly and flee along the ground.
- Moho flee from nearby creatures and remember threats for several seconds.
- They do not fear other Moho, Parrots, Bats, Chickens, or Bees.
- Players holding Sugar or a Honey Bottle are treated as safe unless they attack.
- Sugar and Honey Bottles can be used for breeding.
- Using Honey returns the empty Glass Bottle.
- Breeding produces a delayed clutch of 1–5 eggs instead of an immediate chick.
- Eggs can be placed on any sturdy surface if the egg space is dry.
- Up to five eggs can share one visible clutch.
- Every egg retains its own incubation timer and hatches after approximately 30 minutes.
- Sneak-breaking safely retrieves all eggs while preserving their remaining incubation time.
- Landing directly on a clutch after a real fall destroys the entire clutch.
- Walking across the clutch or landing beside it does not break the eggs.
- Moho cannot crush their own eggs.
- Using a Moho Spawn Egg directly on an adult creates a chick.
- Added complete adult and chick models, textures, animations, variant rendering, songs, chick calls, and damage sounds.
## Jaguar Pelt Content
- Adult Jaguars now drop 0–3 Jaguar Pelts.
- One Jaguar Pelt can be converted into one Leather.
- Added the Jaguar Pelt Cape:
- Worn in the head slot.
- Uses leather-helmet protection and durability.
- Grants Jump Boost II.
- Uses a custom fitted model and texture.
- Added the Jaguar Pelt Carpet.
- Landing on the carpet completely prevents fall damage for any living creature.
- Jaguar parents now defend attacked cubs.
- Jaguar melee reach, line of sight, action timing, head tracking, and animation ownership were aligned with the actual model.
- Added new Jaguar-related advancements.
## Hippopotamus Products and Equipment
- Adult Hippopotamuses now drop 0–5 Thick Hippopotamus Pelts.
- One Thick Hippopotamus Pelt can be converted into three Leather.
- Added Hippopotamus Pelt Boots with chainmail-level protection and durability.
- The boots allow players to stand and run along underwater bottoms at land speed.
- Jumping releases the wearer from the bottom and restores ordinary swimming.
- Land-based movement bonuses retain their full strength.
- Water-based bonuses such as Dolphin’s Grace, Depth Strider, Hydrodynamic, and modded swim-speed effects contribute one-third of their relative bonus while bottom walking.
- Added collectible Bottles of Hippopotamus Sweat.
- Sweat can be collected from an adult using a Glass Bottle once every 30 minutes.
- Collecting sweat angers an unpacified Hippopotamus.
- Hippopotamuses can now remember several pacified players independently instead of only the most recent player.
- Drinking Hippopotamus Sweat takes twice as long as an ordinary drink.
- It grants five seconds of Fire Resistance and 20 minutes of the new Antiseptic effect.
- Antiseptic reduces fire and poison damage by 50% and slows oxygen loss underwater.
- Hippopotamus bite frequency has been increased.
- Bite reach, water contact, warning transitions, and attack movement were aligned with the adult and calf models.
- Nearby adults now defend attacked calves.
- Elephants and Moho are treated as safe animals by Hippopotamuses.
- Added new Hippopotamus-related advancements.
## Animal Behavior and Combat Improvements
- Added age-aware collision mass to every Animalia animal.
- Large adults resist accidental hitbox pushing more strongly, while young animals remain lighter.
- Added attribute-aware locomotion playback across Animalia animals.
- Walking and swimming animation speed now responds smoothly to real movement attributes, potions, enchantments, and compatible modded effects.
- Attack reach and impact timing were aligned more closely with the models of Elephants, Jaguars, Hippopotamuses, Rhinoceroses, and baby Crocodiles.
- Expanded family-defense behavior across the animal roster.
- Corrected Crocodile family bonds so mothers and offspring react to the correct attacker without expensive global scans.
- Connected the adult Crocodile sprint animation to its opening land-chase burst.
- Reduced adult Crocodile idle sound volume by 50%.
- Improved Rhinoceros melee and ram contact ranges.
- Calf Rhinoceroses no longer apply adult-style melee knockback.
- Improved Rhinoceros swimming height, vertical water movement, shore exits, retaliation, and horn-drop positioning.
- Placed Rhinoceros Horns now damage creatures that fall onto their points.
- Connected the complete Rhinoceros sound set and animation-timed footsteps.
- Improved Elephant water navigation, shoreline climbing, river crossing, obstacle handling, food approach, and stalled-path recovery.
- Eliminated several cases where animals could remain stationary while continuously playing walking animations.
## New Advancements
Added the following advancement branches and challenges:
### Elephant
- Excellent Memory
- Ground Shaker
- Dentist?
- Sweet Tooth
- Immortalized
- Baroque
### Jaguar
- Bagheera
- In Someone Else’s Skin
- Spot On!
### Hippopotamus
- Hippoallergenic
- At the Bottom
### Moho
- Silenced Forever
## Visual, Animation, and Audio Update
- Added complete Elephant and calf models, textures, animations, and sound libraries.
- Added complete Moho and chick models, textures, animations, variants, egg models, and sound libraries.
- Added custom models and textures for the Jaguar Pelt Cape and Carpet.
- Added armor and item textures for Hippopotamus Pelt equipment.
- Added models and textures for the entire Ivory building family.
- Added new textures and icons for items, effects, spawn eggs, and advancements.
- Updated Crocodile Egg, Crocodile Teeth, Water Dagger, charged Water Dagger, and activation-state textures.
- Updated Rhinoceros Horn, Decorated Horn, and Figurine item textures.
- Updated the Moho clutch model with five visual egg slots and matching collision.
- Improved multiple existing action and transition animations.
- Added synchronized animation-timed footsteps and action sounds.
## Configuration and Creative Menu
- Added natural-spawn configuration for Elephants and Moho.
- Natural spawning for every Animalia animal can be enabled or disabled independently.
- Habitat spawn weights remain individually configurable.
- Reorganized the configuration into clear per-animal sections.
- Added optional Jaguar and Elephant diagnostic logging settings.
- Reordered the Animalia creative tab so related animal drops, equipment, signature items, building blocks, and spawn eggs are grouped together.
- Updated English, Russian, and Ukrainian localization for all new content.
## Fixes and Polish
- Fixed frequent Elephant tusk and trunk misses against normally moving targets.
- Fixed numerous Elephant water-navigation stalls, spinning loops, false swimming transitions, and failed shore exits.
- Fixed Elephants becoming permanently stuck while approaching elevated Hay Bales, grass, or leaves.
- Fixed Moho taking off without the correct flight presentation or flying excessively high.
- Fixed Moho egg collision, stacking, landing detection, incubation preservation, and chick spawning.
- Fixed Hippopotamuses running in place during attacks.
- Fixed Hippopotamus warning transitions replaying incorrectly.
- Fixed Jaguar action animations restarting or conflicting with locomotion.
- Fixed several invalid baby-animal animation states.
- Fixed Crocodile family retaliation targeting and baby bite reach.
- Fixed Rhinoceros close-range retaliation and multiple water-exit problems.
- Fixed equipped armor texture alignment for the Jaguar Pelt Cape and Hippopotamus Pelt Boots.
- Fixed the Jaguar Pelt Carpet missing texture caused by filename casing.
- Corrected the Russian localization of “Hippoallergenic.”
# Animalia 0.4.0
Animalia 0.4.0 introduces the Rhinoceros and delivers a major behavior, combat, movement, and animation pass for the existing animals.
## Added
### Rhinoceros
- Added the Rhinoceros as a new very rare savanna animal, complete with adult and calf models, animations, textures, sounds, and a spawn egg.
- Rhinoceroses naturally spawn in Savannas, Savanna Plateaus, and Windswept Savannas with a default spawn weight of `1` and group size of `1-2`.
- Natural groups have a chance to include a calf when an adult is already nearby.
- Added age-scaled attributes:
- Adults have `180 HP`, `12 Armor`, and `10` melee damage with a horn or `8` without it.
- Calves have `54 HP`, `3.6 Armor`, and `3` melee damage.
- Rhinoceroses passively restore `3 HP` every `15 seconds` and take `50%` less direct arrow damage.
- Added feeding, healing, temptation, growth, and breeding interactions using Short Grass, Tall Grass, and Hay Bales.
- Added neutral behavior. Rhinoceroses do not hunt players, but adults retaliate when attacked and protect nearby calves.
- Calves never attack first but can retaliate after taking damage.
- Added poor eyesight:
- Nearby threats are always detected.
- Beyond roughly `6 blocks`, sneaking or remaining sufficiently still can prevent an adult from noticing a player near a calf.
- Poor eyesight does not suppress retaliation after the Rhinoceros or a calf has been attacked.
- Added an animation-synchronized ordinary melee attack.
- Adult melee deals strong horizontal and vertical knockback. Calf attacks deal damage without custom knockback.
- Added a committed ram attack:
- A newly acquired distant target can trigger a preparation animation before the ram.
- During an active chase, approximately `4 seconds` of uninterrupted running can trigger a ram at any distance.
- Ram steering is limited, forcing the Rhinoceros to follow a wide turning arc instead of using normal pathfinding.
- Ram damage is `20` with a horn and `12` without it.
- Every non-Rhinoceros creature intersected during the ram can be damaged and knocked aside.
- Hitting another creature does not end the ram before the main target is reached or passed.
- Ram has a `15-second` cooldown.
- Added ram block destruction, controlled through the `animalia:rhinoceros_breakable` block tag.
- With mob griefing enabled, a ram can destroy selected leaves, glass, crops, plants, wooden barriers, signs, shelves, composters, beehives, campfires, ice, dripstone, bone blocks, Nether growth, and other fragile obstacles.
- Rammed blocks use their normal loot tables instead of being silently deleted.
- Empty barrels can be destroyed, while filled or unresolved loot-table barrels remain protected.
- Added hard-wall collisions:
- A solid collision deals `10` damage to the Rhinoceros.
- The Rhinoceros is pushed backward and stunned for `2.5 seconds`.
- Its horn breaks off if it still has one.
- Five animated dizzy stars orbit the head during recovery.
- Added animation-timed dust particles under the Rhinoceros’s feet while running and ramming.
- Added living horn removal:
- Any tool supporting the Forge axe-strip action can remove the horn from an adult.
- Damageable axes lose `3 durability`.
- Non-damageable modded axes remain compatible.
- The detached horn drops from the visible horn position on the head.
- After manually removing a horn, the player has a `0.75-second` grace period to feed the Rhinoceros and prevent retaliation.
- Feeding cannot pacify a Rhinoceros that was already attacking.
- Added three placeable Rhinoceros decorations:
- Rhinoceros Horn
- Decorated Rhinoceros Horn
- Rhinoceros Figurine
- A Decorated Rhinoceros Horn can be crafted from one horn, one Gold Ingot, and three Gold Nuggets.
- A Rhinoceros Figurine can be carved from a horn using a Stonecutter.
- Normal and decorated horn blocks deal stalagmite-style damage to entities that land on them. The figurine remains harmless.
- Added a dedicated advancement branch:
- **Red Book**
- **This Is Unicorn!**
- **Horn No More**
- **And No Poaching!**
- **Souvenir**
- **Piercing**
- **Red Book** is an extensible advancement for discovering very rare Animalia creatures. The Rhinoceros is its first qualifying animal.
- Added grouped idle, damage, death, attack, and footstep sounds.
- Rhinoceros footsteps are synchronized with the authored walk, run, and ram animations.
- Added dedicated swimming, preparation, attack, ram, wall-impact, and recovery animations.
## Changed
### Rhinoceros
- Calves now follow the edge of an adult’s hitbox instead of trying to reach its center.
- Improved held-food following for large hitboxes. Open terrain uses direct pursuit, while obstacles fall back to pathfinding.
- Repeated healing interactions now consistently display the player’s hand swing.
- Calm Rhinoceroses avoid voluntarily entering water.
- A calm Rhinoceros stranded in water searches for a safe route back to land.
- Replaced vanilla water jumping with controlled vertical swim movement.
- Adults and calves now maintain a stable surface height instead of repeatedly bobbing or launching upward.
- Calves retain their shore target until they are fully grounded and out of the water.
- Water locomotion always uses the swimming animation.
- Rams cannot begin or continue in water.
- Improved ram target-pass detection so the Rhinoceros stops shortly after overtaking its target.
- Improved ram contact detection against creatures and walls.
- Ordinary melee no longer stops the Rhinoceros’s pursuit movement.
- Rhinoceroses can now turn toward retained targets that are too close for normal chase navigation.
- Hippopotamuses now ignore Rhinoceroses during territorial animal scans.
- Finalized the Rhinoceros spawn egg colors to `#cbc6bd` with `#686158` spots.
### Crocodile
- Ordinary melee damage is now synchronized with the adult and baby attack animations.
- Adult and baby hits are committed at approximately `0.20 seconds` into their attack.
- Bite reach now accounts for target size, allowing Crocodiles to damage large animals such as Rhinoceroses reliably.
- Crocodiles continue advancing during the short committed attack instead of losing all movement.
- Simplified movement and rotation ownership to reduce sideways snapping during pursuit.
- Improved pursuit of jumping targets and targets moving across uneven terrain.
- Reduced unnecessary path recalculation in water and during land pursuit.
- Added dedicated calm surface-water wandering instead of using three-dimensional amphibious random paths.
- Runtime head movement now uses the dedicated `head_look` bone instead of overriding authored neck animations.
- Baby Crocodiles also support the dedicated runtime head-look layer.
- Improved death-roll positioning:
- The target is held at the authored center of the Crocodile’s jaws.
- The target faces opposite the Crocodile.
- The target model rotates with the death roll.
- A captured player’s first- and third-person camera follows the same roll direction.
- Death-roll ownership is now exclusive. Multiple Crocodiles may bite the same target, but only one can maintain the death roll.
- The player’s existing Shift escape remains available during the death roll.
- Each Crocodile egg in a clutch now stores and renders its own crack stage.
- Jumping on a clutch still damages every egg, but newly added eggs begin undamaged without resetting or copying the appearance of older eggs.
- Teeth released by the large-feeding animation now spawn from the authored mouth position at the correct animation moment.
- Adjusted the baby Crocodile’s surface-water posture.
### Hippopotamus
- Bite, stomp, and food consumption now use synchronized action timelines owned by the Hippopotamus itself.
- Bite damage is applied approximately `0.25 seconds` into the animation instead of at attack start.
- Stomp damage, sound, and particles now occur together at the authored impact.
- Grass, Seagrass, and Melon Blocks are consumed at the appropriate point in their eating animations.
- Hippopotamuses continue moving during short bite actions instead of pausing unnaturally.
- Improved close-range pursuit so a Hippopotamus no longer turns away when nearly touching its target.
- Improved held-food following against moving players.
- Open visible terrain uses direct pursuit, while obstacles continue to use pathfinding.
- Player-placed pacification melons now require real hitbox-to-block contact before being eaten.
- The final approach to a melon uses a short collision-aware movement phase after the main path is completed.
- Reworked the territorial warning transition:
- The mouth-opening animation plays once.
- The Hippopotamus then holds the aggressive open-mouth pose.
- Leaving the warning state cleanly stops the held pose.
### Jaguar
- Rebuilt the Jaguar’s action-animation runtime around a single synchronized action state.
- Updated attack, bite, and sniff to behave as sparse action overlays.
- Locomotion remains active underneath attack, bite, and sniff, allowing unkeyed body parts to continue their walk or run cycle.
- Full-body pounce, airborne, and landing actions still take control of locomotion when required.
- Ordinary melee damage is now synchronized with the authored actions:
- Bite damage occurs at approximately `0.25 seconds`.
- Attack damage occurs at approximately `0.30 seconds`.
- Each action can apply damage only once to its committed target.
- Runtime head tracking now affects only the dedicated `head_look` bone.
- Head tracking is limited to calm, stationary land poses and is explicitly reset during movement, swimming, combat, and action animations.
- Authored neck and head bones are no longer reset or modified by runtime look code.
- Babies cannot enter adult-only animation phases that are absent from their animation file.
- Baby-specific pounce and jump phases remain supported.
- Improved visible land pursuit and removed competing direction updates during chase.
- Improved raw-meat following against moving players.
- Accepted damage now triggers retaliation on the server for both adults and babies.
- Feeding by the attacker no longer forgives an active retaliation target.
- Pounce damage is now bound to the target selected at launch for the full `1.25-second` hit window.
- Improved water pursuit, shoreline searches, and return-to-land behavior.
- Water and shoreline searches are now bounded and cached to reduce unnecessary repeated work.
## Fixed
### Rhinoceros
- Fixed ram hits sometimes failing even when the Rhinoceros visibly intersected a creature.
- Fixed the Rhinoceros sliding through a valid ram target without applying damage.
- Increased the Rhinoceros’s recoil after successful hard collisions.
- Fixed ram ending too early after colliding with unrelated creatures.
- Fixed the Rhinoceros continuing too far after already passing its target.
- Fixed false hard-wall impacts inside multiple layers of breakable blocks.
- Breakable blocks intersecting the Rhinoceros’s current and forward ram volume are now cleared before solid-wall classification.
- Fixed water movement repeatedly applying vanilla jump impulses.
- Fixed calves losing their shore-exit goal before fully reaching land.
- Fixed land-running animations appearing while submerged.
- Fixed calves applying adult horizontal and vertical melee knockback.
- Fixed a point-blank retaliation deadlock where an attacking Crocodile could remain too close for chase movement but outside the Rhinoceros’s melee-facing angle.
- Fixed raw and decorated horn models rendering with the black-and-purple missing-texture appearance.
- Replaced coarse decoration collision boxes with rotated compound shapes based on the supplied Blockbench geometry.
- Fixed the horn drop appearing at the Rhinoceros’s generic loot position after manual removal.
### Crocodile
- Fixed damage being applied before the visible bite reached its impact.
- Fixed attacks beginning against large targets but failing the final hit because of a smaller secondary range check.
- Fixed lateral snapping when pursuing jumping players.
- Fixed calm Crocodiles spinning around their horizontal axis position while attempting to wander in water.
- Fixed runtime head movement interfering with authored neck animation.
- Fixed death-roll victims being held outside the center of the jaws.
- Fixed the victim and player camera rotating in the wrong direction.
- Fixed two Crocodiles simultaneously holding and teleporting the same death-roll target.
- Fixed shared clutch damage visuals causing every Crocodile egg to display the same crack texture.
- Fixed adding a fresh egg changing the visible damage state of existing eggs.
### Hippopotamus
- Fixed bite damage occurring before the mouth reached the authored impact pose.
- Fixed stomp effects sometimes failing when the executing goal did not update on the exact impact frame.
- Fixed Hippopotamuses stopping several blocks away from a pacification melon and remaining stuck in the food-seeking state.
- Fixed unstable sideways turns while following a moving food holder.
- Fixed close-range pursuit turning away from the target and allowing it to escape without taking damage.
- Fixed the warning-opening animation repeatedly restarting.
- Fixed the transition from idle to the aggressive stance being authored and interpreted as a loop.
- Fixed the Hippopotamus repeatedly opening and closing its mouth instead of holding the warning pose.
### Jaguar
- Fixed melee damage occurring before the visible bite or strike.
- Fixed attack completion restarting the running animation from its first pose and producing a backward head snap.
- Fixed authored neck animation being overwritten by runtime head movement.
- Fixed sideways head rotation remaining visible during movement, pounce preparation, or combat.
- Fixed overlapping action booleans requesting incompatible animations at the same time.
- Fixed locomotion being unnecessarily suppressed during sparse bite and attack animations.
- Fixed babies entering unsupported roar, flight, upward, reversal, or fall phases.
- Fixed pounce damage using an unbound timer that could affect the wrong target.
- Fixed raw-meat trust incorrectly suppressing retaliation in some adult and baby interactions.
- Fixed competing chase-direction updates causing unstable movement.
- Fixed excessive or repeated shoreline searches during water exit behavior.
The mod version has been increased from **0.3.0** to **0.4.0**.
<h2>Animalia 0.3.0</h2>
<p>
A major hippopotamus-focused update introducing a powerful new semi-aquatic herbivore with territorial behavior, advanced swimming and diving mechanics, herd interactions, food behavior, custom sounds, and extensive movement and combat polish.
</p>
<h3>Added</h3>
<ul>
<li>Added the Hippopotamus as a new semi-aquatic mob.</li>
<li>Added natural Hippopotamus spawning in Savannas and Sparse Jungles.</li>
<li>Added adult and calf models, textures, animations, a spawn egg, loot table, and localization.</li>
<li>Finalized the Hippopotamus registry ID as <code>animalia:hippopotamus</code>.</li>
<li>
Added territorial behavior, including:
<ul>
<li>Warning stance</li>
<li>Chasing</li>
<li>Bite attacks</li>
<li>Stomp attacks</li>
<li>Aggressive behavior in water</li>
</ul>
</li>
<li>
Added advanced water behavior, including:
<ul>
<li>Surface swimming</li>
<li>Diving</li>
<li>Walking along the bottom</li>
<li>Surfacing for air</li>
<li>Improved shore-exit handling</li>
</ul>
</li>
<li>
Added feeding behavior:
<ul>
<li>Eating grass and seagrass</li>
<li>Eating melons</li>
<li>Healing from food</li>
<li>Temporary pacification through melons</li>
</ul>
</li>
<li>Added baby Hippopotamus behavior, including naturally spawning herd calves, parent-following behavior, and defensive retaliation when calves are attacked.</li>
<li>Added Hippopotamus-related advancements.</li>
<li>Added custom Hippopotamus sounds for idle, hurt, death, attacks, stomps, and animation-synchronized footsteps on land.</li>
</ul>
<h3>Changed</h3>
<ul>
<li>Improved Hippopotamus movement, collision feel, knockback resistance, melee reach, chase turning, head tracking, and stability in water.</li>
<li>Updated animal threat detection: Hippopotamuses now react to nearby non-ignored animals.</li>
<li>Passive and herbivorous animals can now be excluded from Hippopotamus aggression through a datapack tag.</li>
<li>Updated the mod version to 0.3.0.</li>
</ul>
## Animalia 0.2.0
A major crocodile-focused update with new semi-aquatic predator behavior, breeding, eggs, genetics, loot, and several polish passes for spawning, combat feel, and player interaction.
### Added
* Added Crocodiles as a new semi-aquatic predator.
* Added Crocodile Spawn Egg.
* Added Crocodile Teeth.
* Added Crocodile Eggs and multi-egg clutch blocks.
* Added Crocodile breeding through egg laying instead of instant baby spawning.
* Added Crocodile genetics and visual variants:
* Normal
* Sea
* Desert
* Added baby Crocodiles with parent imprinting and follow behavior.
* Added mother Crocodile clutch guarding and egg defense behavior.
* Added Crocodile death roll attack in water.
* Added Water Dagger.
* Added Hydrodynamic effect for underwater mobility.
* Added Crocodile-related advancements.
### Changed
* Improved Jaguar spawning configuration support.
* Polished Animalia creative tab ordering and icon.
* Added configurable natural spawn weights for Crocodiles and Jaguars.
# <span style="color:#e67e23">Animalia — First Release</span>
The first version of Animalia is here.
This initial release introduces the Jaguar — the first animal added to the mod — featuring custom animations, behavior, and interactions designed to make Minecraft’s wildlife feel more alive while staying true to the Vanilla+ style.
### Added
* Jaguar
* Custom animations
* Basic behavior system
* Player reactions and food interactions
* Swimming and movement behavior
More animals and features will be added in future updates.