Jurassic Saga is the Dinosaur Mod for you! It focuses on immersion of the Jurassic Park dinosaurs, ranging from novels, movies, comics, and toylines! With all of this, you can create your own Jurassic Park!
Автор: Collinvh75,3 тыс.95обновлён 25 окт. 2026 г.
Jurassic Saga is an upcoming Minecraft mod that focuses on immersive gameplay centered around Jurassic Park dinosaurs from the novels, movies, comics, and toylines. The main goal is letting you build and manage your own Jurassic Park, from creating dinosaurs to keeping them contained (or failing to).
🦖 What does it add?
The mod adds a full progression system and gameplay features focused on dinosaur creation and park management, including:
🦴 Finding fossils and amber to extract and sequence DNA
🧫 Completing DNA sequences to bring plants and animals back to life
🌿 Creating dynamic, artificial ecosystems for your creatures
🧠 Advanced creature behavior that reacts to stress and environment
🧬 Genetic modification to customize dinosaurs
🧪 Hybrid creation, including creatures like Indominus rex and Indoraptor
If your dinosaurs become stressed or unhappy, they can panic, break out, and cause destruction around your park, so containment and care actually matter.
⭐ Why download it?
If you want a more in-depth, management-focused dinosaur mod instead of just spawning mobs, Jurassic Saga is built around long-term progression, realistic behavior, and park building. It’s meant for players who want both creative freedom and survival-style challenges when dealing with dangerous animals.
⚠️ Important info before downloading
This mod focuses heavily on progression, so you won’t get instant access to dinosaurs without working through the DNA system.
Creature behavior and escape events are intentional and part of the gameplay.
Balance is centered around park management and containment, not vanilla mob combat.
Some animals might be classified under experimental features.
# 0.3.0: Legacy of the Dead
## New Animals
- **JP3:** Dakotaraptor
- **JW2:** Teratophoneus
- **JW4:** Distortus Rex
- **Chaos Effect:** Velocirapteryx, Archaeopteryx
- **Legacy:** Mawsonia, Leptictidium, Inostrancevia, Rhizodus
- **Misc:** Gracilisuchus, Sacabambaspis
- **Kenner:** Estemmenosuchus, Coelophysis
- **Mattel:** Rhamphorhynchus
## Cosmetic Skins
- **Legacy:** Mawsonia, Leptictidium, Inostrancevia, Rhizodus, Alvarezsaurus, Stegosaurus, Triceratops
- **Steppe:** Rhizodus
- **Ocean:** Herrerasaurus
- **Forest:** Gracilisuchus
## Animal Updates
- Velociraptor reworked with new animations
- Mesolimulus no longer tries to parkour
- New spawn egg colors
- **Hybridization:** Velocirapteryx (Velociraptor + Archaeopteryx) and Distortus Rex (Tyrannosaurus + Basilisk + Alamosaurus or Brachiosaurus)
## AI & Behavior
- **Animal behavior reworked** around per-species profiles for appetite, fleeing, foraging, hunting, idling, schooling and enrichment
- **Hunting is now phased:** animals ambush, stalk, pursue, hunt in packs, call out to each other, observe and break off a chase
- **Smarter targeting:** animals skip herdmates, only go after prey, and decide whether to attack based on relative size, hunger, aggression and herd size
- **Hunger, thirst and stamina** are tracked separately from breeding; gestation, breeding cooldown and the father's genes now have their own system (existing saves keep their data)
- Animals flee earlier from larger threats, and bolder animals hold their ground longer
- Hunt detection range depends on the size of both animals
- Fixed animals not recognizing threats that were targeting them
- Animals scatter during thunderstorms
- Carnivores smell a player holding a Rafflesia from 40 blocks away and walk over to it, then lose interest for a while once they reach it
- Improved food searching, eating and drinking
- Flocks take off and land together
- Fish and other schooling animals now form natural flocks of up to 50
- New flying, gliding, crab, amphibious and general navigation
## Power System
- **Rebuilt power grid** with poles, substations and generators linking into networks
- **Storm outages:** during thunderstorms, generators can trip and cables can be damaged
- Power visualization overlay
- New transmission pole
- New power and flag cables
- Cables now have health
- New solar panel
- Substation and geothermal generator reworked
- Existing cables are migrated automatically
- Jade tooltips for poles and power machines (1.21.1)
## Performance
- Cables and poles are now batched, which is much faster with many of them
- Cables use level of detail, so distant ones are cheaper to draw
- Faster rendering for machines, feeders, cameras and generators
- Fish scan for threats less often, and animal hunger and thirst sync to the client less often
- 323 textures optimized: 3.39 MB down to 2.24 MB (about 34% smaller)
## Tablet & Cameras
- New camera tablet with home, map, creature and security pages
- New security camera
- Cameras can now see far chunks
- Cameras now support scroll-wheel zoom
## New Blocks & Machines
- **Boom gate**
- **Redstone gates**
- **Entity Gates**
- **Fountain**
- **Omnivore feeder**
- **Glass now connects** into seamless panes
- **Fence variants:** dark and rusted looks for steel fences, chosen per player
- **Flag spools**
- New item models for the wrench, JP gate, vehicle gate and visitor center doors
## Signs & Murals
- Murals, placed as wall entities
- Attraction signs, with about 80 new backgrounds
## Vehicles
- New Truck
- New Boat Tour vehicle
## New Plants & Trees
- **Trees:** Psaronius, Walchia, Glossopteris, Baiera, Macginitiea, Mango (the blocks are in game, but the trees don't grow yet)
- Hanging moss and vines, Maize, Paracycas
- **Aquatic:** Praebarrettia, small and large sea sponges, Caninia, Escumasia, Essexella, Glycymeris, Ludwigia, Streptelasma
- **Forest floor:** leaf litter, mulch, fern floor
- **Land plants:** Ankyropteris, Belemnopteris, Cecropsis, Coniopteris (4 variants), Dillhoffia, Florissantia, Otozamites, Rafflesia, Scytophyllum (2 variants), Vojnovskya
- **Tall plants:** Leptocycas (with fruit and seeds), Schizoneura
- **Dead bushes:** normal, burnt, bleached and mossy, each in a large and a small version, generating in matching biomes
- **Floating plants:** Saxonipollis and Jaguariba in 9 colors
- **Herbs:** Coriander and Cumin, grown from seeds or found wild; Mediterranean Scrub Forest now generates wild Coriander
- New DNA types for plants: tree, vine, tall plant, floating plant, semi-aquatic plant, coral and marine; the new plants can be unlocked through the DNA system
## New Items
- **Sugar Theory candy:** candy apple, candy corn, chocolate bar, gummy dinos in several colors, oreo chimas
- Coriander Leaves, Coriander Seeds, Cumin Seeds, Leptocycas Seeds and Leptocycas Fruit
- Tablet, attraction sign and mural items
## World Generation
- Biome tweaks
## Audio
- Music files compressed for a smaller download
## Config & Game Rules
- New display options: machine render distance, batched cables and batched poles
- Maximum entity growth rate raised from 10 to 30
- New game rules: `jsPowerOutages` and `jsInfinitePowerRange`
- Game rule changes now apply to connected clients immediately
- New tour GUIs and JEI updates
## Other Changes
- Requires Traveler's Lib 1.0 or newer
# 0.3.0: Legacy of the Dead
## New Animals
- **JP3:** Dakotaraptor
- **JW2:** Teratophoneus
- **JW4:** Distortus Rex
- **Chaos Effect:** Velocirapteryx, Archaeopteryx
- **Legacy:** Mawsonia, Leptictidium, Inostrancevia, Rhizodus
- **Misc:** Gracilisuchus, Sacabambaspis
- **Kenner:** Estemmenosuchus, Coelophysis
- **Mattel:** Rhamphorhynchus
## Cosmetic Skins
- **Legacy:** Mawsonia, Leptictidium, Inostrancevia, Rhizodus, Alvarezsaurus, Stegosaurus, Triceratops
- **Steppe:** Rhizodus
- **Ocean:** Herrerasaurus
- **Forest:** Gracilisuchus
## Animal Updates
- Velociraptor reworked with new animations
- Mesolimulus no longer tries to parkour
- New spawn egg colors
- **Hybridization:** Velocirapteryx (Velociraptor + Archaeopteryx) and Distortus Rex (Tyrannosaurus + Basilisk + Alamosaurus or Brachiosaurus)
## AI & Behavior
- **Animal behavior reworked** around per-species profiles for appetite, fleeing, foraging, hunting, idling, schooling and enrichment
- **Hunting is now phased:** animals ambush, stalk, pursue, hunt in packs, call out to each other, observe and break off a chase
- **Smarter targeting:** animals skip herdmates, only go after prey, and decide whether to attack based on relative size, hunger, aggression and herd size
- **Hunger, thirst and stamina** are tracked separately from breeding; gestation, breeding cooldown and the father's genes now have their own system (existing saves keep their data)
- Animals flee earlier from larger threats, and bolder animals hold their ground longer
- Hunt detection range depends on the size of both animals
- Fixed animals not recognizing threats that were targeting them
- Animals scatter during thunderstorms
- Carnivores smell a player holding a Rafflesia from 40 blocks away and walk over to it, then lose interest for a while once they reach it
- Improved food searching, eating and drinking
- Flocks take off and land together
- Fish and other schooling animals now form natural flocks of up to 50
- New flying, gliding, crab, amphibious and general navigation
## Power System
- **Rebuilt power grid** with poles, substations and generators linking into networks
- **Storm outages:** during thunderstorms, generators can trip and cables can be damaged
- Power visualization overlay
- New transmission pole
- New power and flag cables
- Cables now have health
- New solar panel
- Substation and geothermal generator reworked
- Existing cables are migrated automatically
- Jade tooltips for poles and power machines (1.21.1)
## Performance
- Cables and poles are now batched, which is much faster with many of them
- Cables use level of detail, so distant ones are cheaper to draw
- Faster rendering for machines, feeders, cameras and generators
- Fish scan for threats less often, and animal hunger and thirst sync to the client less often
- 323 textures optimized: 3.39 MB down to 2.24 MB (about 34% smaller)
## Tablet & Cameras
- New camera tablet with home, map, creature and security pages
- New security camera
- Cameras can now see far chunks
- Cameras now support scroll-wheel zoom
## New Blocks & Machines
- **Boom gate**
- **Redstone gates**
- **Entity Gates**
- **Fountain**
- **Omnivore feeder**
- **Glass now connects** into seamless panes
- **Fence variants:** dark and rusted looks for steel fences, chosen per player
- **Flag spools**
- New item models for the wrench, JP gate, vehicle gate and visitor center doors
## Signs & Murals
- Murals, placed as wall entities
- Attraction signs, with about 80 new backgrounds
## Vehicles
- New Truck
- New Boat Tour vehicle
## New Plants & Trees
- **Trees:** Psaronius, Walchia, Glossopteris, Baiera, Macginitiea, Mango (the blocks are in game, but the trees don't grow yet)
- Hanging moss and vines, Maize, Paracycas
- **Aquatic:** Praebarrettia, small and large sea sponges, Caninia, Escumasia, Essexella, Glycymeris, Ludwigia, Streptelasma
- **Forest floor:** leaf litter, mulch, fern floor
- **Land plants:** Ankyropteris, Belemnopteris, Cecropsis, Coniopteris (4 variants), Dillhoffia, Florissantia, Otozamites, Rafflesia, Scytophyllum (2 variants), Vojnovskya
- **Tall plants:** Leptocycas (with fruit and seeds), Schizoneura
- **Dead bushes:** normal, burnt, bleached and mossy, each in a large and a small version, generating in matching biomes
- **Floating plants:** Saxonipollis and Jaguariba in 9 colors
- **Herbs:** Coriander and Cumin, grown from seeds or found wild; Mediterranean Scrub Forest now generates wild Coriander
- New DNA types for plants: tree, vine, tall plant, floating plant, semi-aquatic plant, coral and marine; the new plants can be unlocked through the DNA system
## New Items
- **Sugar Theory candy:** candy apple, candy corn, chocolate bar, gummy dinos in several colors, oreo chimas
- Coriander Leaves, Coriander Seeds, Cumin Seeds, Leptocycas Seeds and Leptocycas Fruit
- Tablet, attraction sign and mural items
## World Generation
- Biome tweaks
## Audio
- Music files compressed for a smaller download
## Config & Game Rules
- New display options: machine render distance, batched cables and batched poles
- Maximum entity growth rate raised from 10 to 30
- New game rules: `jsPowerOutages` and `jsInfinitePowerRange`
- Game rule changes now apply to connected clients immediately
- New tour GUIs and JEI updates
## Other Changes
- Requires Traveler's Lib 1.0 or newer
# 0.2.2
## New Animals
- Boa Imperator
- Indominus rex
- Minmi
## New Vehicles
- Gyrosphere
- Vehicles now have a speedometer.
## New Structures
- Dig Site
- Raptor Paddock (sparse jungle, with its own loot chest)
- Aviary (rivers)
## New Blocks
- Log fences in oak, birch, spruce, jungle, acacia, dark oak, mangrove and cherry
- Iron pole fence (in all corrugated iron variants)
- Balloon tour checkpoint
## New Items
- Tour Scheduler (sets up balloon tour routes)
- Creative Wand (right-click an animal to open a live editor for it)
- Rope wire and mesh wire
- Foods:
- Rex Burger
- Dino Dog
- Dino Veggie Dog
- Fun Fries
- Thrillin' Chili
- Tylo-Rex Fish Burger
- Othy-Rex Veggie Burger
- Spicy Spino Curry
- Spicy Spino Sail Naan
- Fukui Diner Sushi
- Takoyaki
- Tempura and Yasai Tempura
- Sandwich
- Vegetarian Sandwich
- Fish Sandwich
- Paleo Salad
- Paleo Fruit Salad
- Chilean Sea Bass
- Cheese
- Tofu
- Apple Turnover
- Green Apple Jelly
- Red Sweet Berry Jelly
- Mango Chutney
- Mustard
- Soy Sauce
- Stego Scoops ice cream in apple, banana, chocolate, coconut, cookie, cretaceous ginger, date, futabanthus, ginkgophyte, hymenaea, mango, mangrove palm, melon, neapolitan, spinifructus, sweet berry, vaccinium islandicum and vanilla
- Stego Scoops sorbet in lemon, lime and orange, plus a plain ice cream cone
## Fixes
- Fixed a memory leak where a pack kept a dead or despawned hunt target in memory for the leader's whole life
- Cables and other custom geometry no longer render incorrectly in Iris/Oculus shadow passes
- Fence cable placement and connections
- Looping and positional sound playback
## Reworks and new features
- Growth has been rebalanced. The jsFasterGrowth game rule is gone, replaced by an entityGrowthRate config defaults to 5.
- Herds have been reworked:
- Herds track losses and retreat once they have lost about a third of their members
- Herds hand movement over to combat, fleeing, hunger, thirst, resting, sleeping, riding and diving instead of fighting over it
- An animal that cannot see its leader for long enough now joins a visible herd nearby instead of chasing something behind terrain
- Follow distances and pathing re-tries were retuned
- Combat disengaging was reworked (flee margins, low health flee threshold, and ignoring trivially small prey)
- Fences and poles moved onto the registry system
- Structures moved onto a registry system
- Animals can now be camouflaged
- Animals can belong to multiple eras instead of just one
- Work-in-progress animals can now be marked experimental
- Diet coin icons were redone and a hybrid coin added
- Balloon Tours, Les Gigantes Hambres and Three Horned Face track lengths were corrected
## Removed
- The hasEyeLid animal flag
- The rotateHeadWithVehicle and carCollisionTest config options
# **UPDATE TRAVELERSLIB TO 0.8.2**
# 0.2.2
## New Animals
- Boa Imperator
- Indominus rex
- Minmi
## New Vehicles
- Gyrosphere
- Vehicles now have a speedometer.
## New Structures
- Dig Site
- Raptor Paddock (sparse jungle, with its own loot chest)
- Aviary (rivers)
## New Blocks
- Log fences in oak, birch, spruce, jungle, acacia, dark oak, mangrove and cherry
- Iron pole fence (in all corrugated iron variants)
- Balloon tour checkpoint
## New Items
- Tour Scheduler (sets up balloon tour routes)
- Creative Wand (right-click an animal to open a live editor for it)
- Rope wire and mesh wire
- Foods:
- Rex Burger
- Dino Dog
- Dino Veggie Dog
- Fun Fries
- Thrillin' Chili
- Tylo-Rex Fish Burger
- Othy-Rex Veggie Burger
- Spicy Spino Curry
- Spicy Spino Sail Naan
- Fukui Diner Sushi
- Takoyaki
- Tempura and Yasai Tempura
- Sandwich
- Vegetarian Sandwich
- Fish Sandwich
- Paleo Salad
- Paleo Fruit Salad
- Chilean Sea Bass
- Cheese
- Tofu
- Apple Turnover
- Green Apple Jelly
- Red Sweet Berry Jelly
- Mango Chutney
- Mustard
- Soy Sauce
- Stego Scoops ice cream in apple, banana, chocolate, coconut, cookie, cretaceous ginger, date, futabanthus, ginkgophyte, hymenaea, mango, mangrove palm, melon, neapolitan, spinifructus, sweet berry, vaccinium islandicum and vanilla
- Stego Scoops sorbet in lemon, lime and orange, plus a plain ice cream cone
## Fixes
- Fixed a memory leak where a pack kept a dead or despawned hunt target in memory for the leader's whole life
- Cables and other custom geometry no longer render incorrectly in Iris/Oculus shadow passes
- Fence cable placement and connections
- Looping and positional sound playback
## Reworks and new features
- Growth has been rebalanced. The jsFasterGrowth game rule is gone, replaced by an entityGrowthRate config defaults to 5.
- Herds have been reworked:
- Herds track losses and retreat once they have lost about a third of their members
- Herds hand movement over to combat, fleeing, hunger, thirst, resting, sleeping, riding and diving instead of fighting over it
- An animal that cannot see its leader for long enough now joins a visible herd nearby instead of chasing something behind terrain
- Follow distances and pathing re-tries were retuned
- Combat disengaging was reworked (flee margins, low health flee threshold, and ignoring trivially small prey)
- Fences and poles moved onto the registry system
- Structures moved onto a registry system
- Animals can now be camouflaged
- Animals can belong to multiple eras instead of just one
- Work-in-progress animals can now be marked experimental
- Diet coin icons were redone and a hybrid coin added
- Balloon Tours, Les Gigantes Hambres and Three Horned Face track lengths were corrected
## Removed
- The hasEyeLid animal flag
- The rotateHeadWithVehicle and carCollisionTest config options
# **UPDATE TRAVELERSLIB TO 0.8.2**
# Changelog
## New Species
- Postosuchus
- Ostrafrikasaurus
## Added
- Added Silphium, a farmable crop that grows through several stages and becomes a two-block-tall plant once mature, dropping seeds and edible stems when harvested.
- Added a set of fossilized coral and crinoid plants and blocks (barnacles, halysites, hexagonaria, thamnasteria, acanthocrinus, encrinus, holocrinus, pentacrinites, plus "dead" coral variants), several new violet flower colors, and green seaweed, for aquatic/ocean decoration.
- Added Araucaria and Stone Pine tree types, including bonemealable leaves that occasionally drop cones, plus new Ephedra bushes (large and small) that grow fruit over time and can be harvested by hand once fruiting.
- Added Troodon eye-squinting behavior: its eyes visibly squint in bright light (based on combined sky/block light) and open normally in darker conditions, using new squinting eyelid textures.
- Added closed-eye/blinking textures and behavior to Alamosaurus, Herrerasaurus, and Segisaurus, matching existing sleeping/blinking animals.
## Changed
- Reworked the creative-mode item group tab filtering: clicking an already-selected version category now clears the filter instead of doing nothing, and clicking an already-selected sub-version filter now steps back up to its parent category instead of getting stuck.
- Reorganized several creative-tab item groups so items are now grouped more consistently by their proper era/version instead of being bucketed under a generic "misc" section.
- Restructured the internal advancement/localization data generation so version-specific text (JP1, JP2, JP3, JP Novel, Misc Games, etc.) is generated through a single unified manager instead of being scattered across separate per-version files.
- Updated internal library references after the shared animation/rendering library's package namespace changed; no player-facing behavior change.
## Fixed
- Fixed the Tyrannosaurus "Chaos Effect" variant texture handling that had been broken/incomplete; the variant-specific texture branch was removed pending a proper fix.
- Fixed the glow/emissive rendering layer computing its render type in a redundant, unused way (dead code removed as part of general cleanup).
# Changelog
## New Species
- Postosuchus
- Ostrafrikasaurus
## Added
- Added Silphium, a farmable crop that grows through several stages and becomes a two-block-tall plant once mature, dropping seeds and edible stems when harvested.
- Added a set of fossilized coral and crinoid plants and blocks (barnacles, halysites, hexagonaria, thamnasteria, acanthocrinus, encrinus, holocrinus, pentacrinites, plus "dead" coral variants), several new violet flower colors, and green seaweed, for aquatic/ocean decoration.
- Added Araucaria and Stone Pine tree types, including bonemealable leaves that occasionally drop cones, plus new Ephedra bushes (large and small) that grow fruit over time and can be harvested by hand once fruiting.
- Added Troodon eye-squinting behavior: its eyes visibly squint in bright light (based on combined sky/block light) and open normally in darker conditions, using new squinting eyelid textures.
- Added closed-eye/blinking textures and behavior to Alamosaurus, Herrerasaurus, and Segisaurus, matching existing sleeping/blinking animals.
## Changed
- Reworked the creative-mode item group tab filtering: clicking an already-selected version category now clears the filter instead of doing nothing, and clicking an already-selected sub-version filter now steps back up to its parent category instead of getting stuck.
- Reorganized several creative-tab item groups so items are now grouped more consistently by their proper era/version instead of being bucketed under a generic "misc" section.
- Restructured the internal advancement/localization data generation so version-specific text (JP1, JP2, JP3, JP Novel, Misc Games, etc.) is generated through a single unified manager instead of being scattered across separate per-version files.
- Updated internal library references after the shared animation/rendering library's package namespace changed; no player-facing behavior change.
## Fixed
- Fixed the Tyrannosaurus "Chaos Effect" variant texture handling that had been broken/incomplete; the variant-specific texture branch was removed pending a proper fix.
- Fixed the glow/emissive rendering layer computing its render type in a redundant, unused way (dead code removed as part of general cleanup).
# 0.2.0
## New Animals
- Cameroceras
- Tapejara
- Geosternbergia
- Lambeosaurus
- Palaeoloxodon
- Diplomystus
## New Plants & Trees
- **New full wood sets:** Calamites, Olive, Stone Pine, Date Palm
*(planks, slabs, stairs, doors, fences, signs, boats, etc.)*
- **New benches & ladders** for all wood types
- **New plants:** Bracken Fern, Chain Fern, Sword Fern, Macrotaeniopteris, Green Common Reeds, Wilting Common Reeds, Wild Thyme
- **New flora:** Aulacera, Distefanella, Meliorchis, Pirania, Quillwort, Marpolia, Micromitra, Siphusauctum, Poisonous Forked Fern
- **New DNA** Added most extinct plants to the DNA system
## New Building Blocks
- Chiseled Limestone & Chiseled Marble
- Cracked Limestone Bricks (slab, stair, wall, button, pressure plate)
- Cracked Marble Tiles, Cracked Marble Panel, Cracked Marble Pillar & Cap
- Gilded Marble Tiles, Gilded Marble Panel, Gilded Chiseled Marble, Gilded Marble Pillar Cap
## New Plushies
- Bonito, Herrerasaurus, Stegosaurus
## New Music Discs
- **Les Gigantes Hambres** - rare jukebox disc
- **Three Horned Face** - rare jukebox disc
- Music disc are now playable finally!
## Animal Updates
- Euoplocephalus texture tweaks, new Chaos Effect and Tundra cosmetics
- Parasuchus retexture, new Arid cosmetic
- Segisaurus retexture and remodel
- Styracosaurus baby
- New Apatosaurus and Tyrannosaurus legacy skin variants
- New Lambeosaurus legacy skin variant
- New Velociraptor legacy skin variant
- New Tyrannosaurus special skin variant
## AI & Behavior Fixes
- Reworked animal head rotation to use look-ahead path smoothing instead of snapping to the immediate next node
- Fixed growth stage bounding box recalculation running every tick; now only updates when dimensions actually change, and also recalculates on tick 1
- Animals growing inside blocks are now gently pushed out instead of clipping through geometry
- Fixed flying navigation being restricted to avian entities only - now works for any JSAnimalBase
- Herd combat follow task now supports an ambush mode: animals stalk prey and lunge when close enough
- Fixed target task resting check incorrectly blocking aggression while an animal was about to sleep
- Target task cooldown reduced from 20 to 5 ticks for more responsive targeting
- Removed erroneous server-side animation call from the base AI tick
- Goat variant lookup now caches `GoatType.values()` to avoid repeated array allocation
- Refactored animal AI into reusable BehaviourSet classes (herbivore, carnivore, fish, pterosaur, etc.)
- Flee task switched to waypoint navigation and now stops correctly when the flee target is already dead
- Navigation node-reached thresholds reworked with proper XZ/Y checks for water-exit and jump nodes - fixes surface oscillation and premature path advancement
- Amphibious animals now step up to exit water when horizontally blocked; sinking behaviour only applies when the next path node is not above the mob
- New dedicated `JSAmphibiousMoveControl` - handles buoyancy impulse and pitch-capped movement while swimming
- Rest task now blocked when the animal has an active flee target
- Ground navigation post-jump turn fix: after landing, mob steers toward the next node at its current Y before the next jump fires, preventing mis-aimed multi-hop paths
- Amphibious navigation stuck-node counter reset is now synchronized to prevent thread-race resets
- Aquatic combat follow now inherits herd combat logic (ambush support, herd follow-up)
- JSFlopTask search radius and depth now scale with the animal's bounding box size
- LeapOutOfWaterTask null-check added for move controller
- Grazing task completely reworked: block scanning is now done asynchronously off the main thread with candidate pooling (up to 16 blocks), reach timeout to drop unreachable targets, and proper waypoint navigation
- Food and water seek tasks converted to waypoint navigation, eliminating manual path management overhead
- Flying animals use a separate (lower) stroll probability to reduce excessive movement when airborne
- Reworked how fossils drop amber and flint
## Pathfinding & Fence Fixes
- Custom collision system (`JSCollisionHandler`, `NodeEvalMixin`, `TravelerNodeEvalMixin`, `CollisionGetterMixin`) fully removed and replaced with Travelers' built-in `TravelersCollisionHandler` - fixes pathfinding through fences and removes the legacy race-prone `WeakHashMap` index
- Fixed cable fence bounding box not registering on first tick; now retries until a valid size is confirmed
- Cable fence now discards itself cleanly if no valid wire segments exist at spawn, preventing broken ghost entities
- Fixed fence connection registration firing on the client side
- `/kill` command no longer removes cable fence entities (mixin reworked to use `@Redirect` for correct behavior)
- Cable fence now implements `IPowerProvider` for proper power integration
## Ford Explorer & Vehicle
- Reworked vehicle pathfinding and collision handling
- JourneyMap compatibility - tour vehicles show as custom markers on the map
- Vehicle chunk positions now persisted in level `SavedData` and force-loaded on server start, preventing vehicles from going missing across restarts
- Fixed event listeners (paddock signs, facility signs, animal listeners) registering on both sides - now server-only
## Guidebook Rework
- Replaced Journal page with a proper Home page as the default landing screen
- Added DinoPedia and Botanica (plant) tabs
- Fixed widget removal on page switch (renderable list was not being cleared, causing ghost buttons)
- Added versions filtering, and diet filtering
## Audio
- Reworked Tyrannosaurus hurt sounds
- Fixed looping animal sounds stopping prematurely when the entity's removed state was checked before the explicit stop signal
## Animation
- New body lean/tilt system for animals - configurable per-species via `lean_pieces`, `lean_rot_speed`, `lean_max_pitch`, `lean_roll_increment`, and `lean_max_roll`
## World Generation
- Schematic-based modular tree generation system (Calamites, Olive, Stone Pine, Redwood, Brachyphyllum, Cheirolepidian)
- New biomes: Mediterranean Scrub Forest, Mediterranean Scrub Plains
## Other Fixes
- Dropped AzureLib dependency; rendering fully migrated to Travelers
- Updated Travelers dependency to 0.6
- TerraBlender mod detection updated to use `PlatformHelper.isModLoaded`
- Server accessor refactored to `JSUtils.getServer()` across all networking packets
- Bump version to 0.2.0