Project Zulu v0.3.0 Released

Project Zulu has now graduated to v 0.3.0, you can find it over here.

This update took a little longer than expected. This was due to me switching focus midway through its creation form creating some mob creatures to creating a bad-ass pyramid. It spawns in Deserts (not desert hills).



I've also added ExtraBiome support: mobs will naturally spawn in appropriate biomes if extra biomes is installed. Huzzah!

Couple smaller changes as well. Pharaoh boss is now considered undead. Mimics do not aggro nearby mimics when attacked and their mouth animation opens wider.

For those wanting just a mobs package, I've broken everything out into 4 packages: Core, Blocks, Mobs, and World. This is essentially experimental at this point, let me know if anything doesn't work. Everything requires the 'Core' package, but is otherwise independent, with obvious limitations: for the mobs to drop items in Block, both the mob and Block package be installed.
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First Wonder: Pyramid Dungeon

Last couple days I've been buckling down and working on that pyramid wonder I promised to make a while ago. It's 25 blocks tall and has 4 'layers' which each consist of a randomly generated maze (so each time should be a unique experience). The structure naturally comes with plenty of dungeon chests (along with some sneaky mimics) and plenty of Mummy mob spawners.

But, as always, pictures are worth more than words.





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Generic Update: Extra Biomes Support, Separate Package For Mobs



Good news for people who just wanted the mobs, I've managed to seperate out all the different pieces of the mod into 4 packages: Core, Blocks, Mobs, and World. The latter 3 all require the 'core' package, but are otherwise independent. If Features overlap, they will only operate if all required packages are loaded. i.e. Oasis spawn requrires Palm Tree Block Blocks, so It'll only generate Oasis if the Block Package is loaded. The Blocks package will, obviously, contain all Blocks, Items and Armor and the Mobs package will contain all the mobs. The World Package will contain all structures (i.e. Oasis), surface generation(i.e. Night loom Gen), and mechanics(Exhaustion, Freezing).

I've figured out how to add Extra Biome Mob spawns. It'll automatically add mob spawns to the appropriate biomes if you have the Extra Biomes installed and the Mob Package.

Extra Biome Mob Spawning Breakdown:
Armadillo
-Mountain Desert
-Savanna
-Mountain Ridgee

SandWorm
-Mountain Desert

Lizard
-Savanna
-Mountain Desert

Vulture
-Savvana
-Mountain Desert
-Wasteland
-Mountain Ridge

TreeEnt
-Alpine
-Mountain Taiga
-Snow Forest
-Snow Rain Forest

Mammoth
-Tundra
-Ice Wasteland
-Glacier

Fox
-Alpine
-Autumn Woods
-Birch Forest
-Forested Island
-Forested Hills
-Green Hills
-Mountain Taiga
-Pine Forest
-Rain Forest
-Redwood Forest
-Redwood Lush
-Snow Forest
-Snow Rain Forest
-Temporate Rain Forest
-Woodlands

Boar
-Alpine
-Mountain Taiga
-Snow Rain Forest


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Armor Bar Mod v0.3.0


Armor Bar Mod
Download: See Download Page

A ton of ways to customize each displayed item were added via the config. It can show a graphical bar or a counter to represent amount or durability of the tracked item.

It now also displays the number of arrows in the players inventory and up to 3 additional items (turned off by default, add desired itemID to track to config) in two different formats. Format 1 is counting the number of that item in the inventory and format 2 is displaying the damage/health left of the first item of that type in the inventory.

Config Breakdown for Generic Item (Same Rules apply for fixed Items, though they won't have as many options):

displayGenericItem1 : Sets whether this item is displayed
genericItem1ShiftedID : The shifted ID of the item to be displayed
trackingTypeGenericItem1 : Tracking Type, 0 is for counting, 1 is for damage
horizontalOffsetFromMiddleGenericItem1 : Offset of Diplay from center of screen
verticalOffsetFromBottomGenericItem1 : Offset of Diplay from bottom of screen
displayStyleGenericItem1 : 0 is to diplay colored bar, 1 is for counter , 2 is for both
fontColorGenericItem1 : color of counter string
horizontalStringOffsetGenericItem1 : Offset of Counter String, Horizontal
verticalStringOffsetGenericItem1 : Offset of Counter String, Vertical
maxOfGenericItem1 : Number used for colored bar for reference, anything more than this will show as full bar
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Snow Mod v0.3.0 Released


Snow Mod v0.3.0 released, See Download Page to get it now.

This mod adds a custom snow block that, when snowing, will grow. On new World/chunk generation it replaces all vanilla snow with the exception of on leaves and wood with the new snow.



Warning: This mod is resource intensive. There are config options to control height of snow and update/growth rate. The only way to remove the snow is with a program like MCEdit.



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Project Zulu v0.2.8 Released

Project Zulu has now graduated to v 0.2.8, you can find it over here.

A lot of under the hood changes in this update. TreeEnt  and Mammoth AI have been redone. These changes will form the template of future Mob AI's I employ. A lot of changes were done to the vulture entity as well in hopes of eliminating the invisible vulture problem. The only real overt change is that their attack range has been reduce.

3 new mobs are introduced as well: The Mimic, Fox, and Boar. The Fox and Boar are passive collision attack mods that have 15 and 20 health respectively. They both have a chance to drop regular fur or beef. The Fox spawns in the Taiga, Taiga Hills, Forest, and Forest hills Biomes. The Boar, however, only spawns in the Taiga and Taiga Hills Biomes.

The mimic is a more interesting mob. When dormant, it looks exactly like a regular chest. Attacking it or right-clicking will cause it to become aggressive. This currently doesn't spawn naturally.

A ton of config options to control what spawns and at what rate have also been added.


Read more ...

Elephant Stampeded and More Models

Lots of things being worked on since the last update. Possibly to many things at once. While I was working on models yesterday I got a little carried away. Note they are various stages of completion and are demonstrated from techne where I can't rotate pieces.


For the mimic chest I'm going with a FF style where the legs pop out. The legs have two parts that will be at angles like spider legs (again limitations of techne prevent rotation). I might end making them more like a slime if that doesn't work out.

I've also been working on Mammoth and TreeEnt animations. Mammoth is probably as close to done as its gonna get for a little while. Though I do want to improve its sound offerings. The TreeEnt animation got angry at me, so thats not even close to done.

As a proof of concept I've added stampeding to the elephants. Whenever a creature explodes nearby the herd of mammoths will run away.


It's currently kinda buggy, they'll only run a short distance and usually only react to the first creeper. There are things I can do to improve this, but there are more important problems like invisible vultures. Which is what I'm spending today working on. I might do a hotfix early tonight without any of these features and include vulture fixes plus the ability to turn them off.

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Project Zulu v0.2.7 Released

Project Zulu version 0.2.7 has been released, you can download it here.

Major Additions


Mammoth
Health: 30
Armor: 6
Collision-Attack mob. Passive.




Fur Armor
Crafted using fur which drops from Mammoths. Increases speed when worn in a snow enabled Biome by 5% per piece. Also, walking on snow reduces movement speed by 10%. When it is snowing, it is reduced by an additional 10%  (and exposed to sky).


Detailed Change log:

  • Added Mammoths
  • Added Fur and Fur armor
  • Added Creeper Blossoms, rare spawn in forests. Walking over them causes them to explode. Sneaking will not cause an explosion. Current bug: once trigger, they become invisible.
  • Performed a fix which may remove the Oasis invisible cactus bug. Will only apply to newly generated chunks.
  • Armadillos are now passive and function like pigmens in that attacking one will aggro those nearby.
  • A bug where Lizards would occasional shoot twice has been solved
  • Oasis were made more rare, will only apply to newly generated chunks
  • Water in deserts was made more rare



Read more ...

Generic Update: Desert Gen Tweaks

Went and did a bunch of changes to the desert that I've been putting off. I think I solved the invisible cactus problem. But I've always had trouble finding them. Made armadillos passive. They act like zombie pigmen, aggro all nearby armadillos if damaged.

Went and added additional checks to SoundEvent which hopefully will prevent future nullpointerexceptions when upgrading.

Tweaked desert generation. Reduced the water that spawns and made Oasis more rare.


Current:
Water Fix:
Water and Oasis Fix:

Read more ...

Project Zulu Monsters


Monsters


HauntedArmor
Health
Armor
Strength
Speed
25
Gold / Iron Suit
Gold / Iron 
0.25

Drops: Ectoplasm(4)
Drops (Equip): Iron /Gold Weapons. 1/4 Chance of Armored Zombie dropping equivalent.
Spawn: Graveyard, Labyrinth
Description: Collision-Attack Mob. Hostile. Awaken upon approach.



Minotaur
Health
Armor
Strength
Speed
30
6
3/4/6 
0.5
Drops: Fur Pelt(8), Large Heart(4), Ectoplasm(4)
Spawn: Labyrinth
Description: Collision-Attack Mob. Hostile. Periodically will charge which increases its speed.



Mimic
Health
Armor
Strength
Speed
20
6
3/4/6 
0.5
Spawn: Pyramid, Labyrinth
Drops: Ectoplasm(4)
Description: Stays Idle Until attacked or right-clicked, then springs into attack mode. Generated on certain structures.


Centipede
Health
Armor
Strength
Speed
30
2
4/5/6
0.3
Drops: Scrap Meat(15), Antennae(2)
Vanilla Biomes: Plains, ExtremeHills, Forest + Hills, Taiga, Swampland
Extra-Biomes: Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description: Collision-Attack Mob. Spawns only at night. Peaceful during day, hostile at night.


Lizard
Health
Armor
Strength
Speed
20
3
Poison(4s)+Slow(10s)
0.3


Drops: Scale(10), Scrap Meat(10), Poison Droplet(4), Small Heart(4)
Vanilla Biomes: Desert + Hills
Extra-Biomes: N/A
Description: Ranged-Attack Mob. Attack will Poison and Slow on collide, can be deflected. Spawns only at night. Peaceful during day, hostile at night.



Mummy
Health
Armor
Strength
Speed
16
0
2
0.3
Drops: String
Spawn: Pharoah (Boss Fight), Pyramid
Vanilla Biomes: Desert + Hills
Extra-Biomes: N/ADescription: Collision-Attack Mob. Spawns only at night. Peaceful during day, hostile at night.



Sandworm
Health
Armor
Strength
Speed
20
0
3/4/6
0.22

Drops: Scrap Meat(10), Small Heart(4)
Vanilla Biomes: Desert + Hills
Extra-Biomes: Mountainous DesertDescription: Collision-Attack Mob. Spawns only at night. Passive until approached.



Vulture
Health
Armor
Strength
Speed
14
0
3/4/6
0.22
Drops: RawChicken(10), Talon(4), Feather(8), Small Heart(4)
Vanilla Biomes: Desert + Hills
Extra-Biomes: Mountainous DesertDescription: Collision-Attack Mob. Flying Mob. When near a player, will circle above their head. When players health is low relative to the number of circling vultures they will attack.


Bosses



Pharoah
Health
Armor
Strength
Speed
200
4-8
2
0.35
Drops: Jasper Block, Iron Ingots, Rare: Ankh

Spawn: See Image Below. Place Torches in ankh formation. Then Place Jasper Block: (note that Jasper block can be crafted or found in dungeon chests). Summoning ritual will then begin. Breaking the block at this point will stop the ritual, though sound will still play.
Description: Boss fight has three phases. Initial phase Pharoah will summon allies and collide-attack player. Phase 2 pharoah will attemp to call fireballs down upon player. The final phase includes both at a higher rate.
Abilities:
  • Collistion Attack: Deals damage on collision with player
  • Fireball: Calls fireball down on players head
  • Raise Allys: Summons Mummy from Sand. 
  • Teleport: May teleport to nearby location when damaged.




Read more ...

Got Snow

I really wanted the snow biomes in Project Zulu to have snow that increases when it snows. Problem is, how do I change it without editing base classes? Simple enough, just create a custom black that if it's near the original it replaces it. Cherry on the cake is that it piggy backs on the built in functionally minecraft has where if there is no snow it'll place snow which will cause my snow to spread to that block.

Rules of Zulu Snow:
-When Snowing, Spread Upwards
-If Air Block is beside you, small chace to spread snow to it.
-Try to Fall, Maybe not if Snow Block is Above



While I got the performance to a reasonable rate (It can still get atrocious at higher height).  I'm actually not sure I like the look of it. 1-2 Snow Blocks maybe. I definitely don't like it on trees. So I'll tweak the worldGen code to make sure ZuluSnow only replaces Snow if it's not on trees.

Impressively it does make for some nice shots on taigi or iceplains bordering rivers. This is form when I set maxHeight to 10. The River one looked better when the height was 4ish. But I don't have a picture of that.


I think what i'll do is release it as a seperate mod and bundle it with PZ when I find a use for it.
Read more ...

Project Zulu Armors

Armors

Fur
Head
Chest
Legs
Feet
Enchantability
1
3
2
1
13
Crafted using Fur Pelts with the same pattern as vanilla armors.




Cloth
Head
Chest
Legs
Feet
Enchantability
1
2
1
1
15



Cloth are is crafted, using colored wool, using the same patterns as vanilla armos. The colors available are shown in the image above.


Cactus
Head
Chest
Legs
Feet
Enchantability
1
3
2
1
13

Cactus armor is crafted, using Cactus, using the same patterns as vanilla armors. Cactus armor will damage anything that does 'mob' damage to you and inflicts (0,1,1,2) damage back depending on how many pieces of cactus armor you have equipped.



Scale
Type
Head
Chest
Legs
Feet
Enchantability
Base
1
3
2
1
 13
Gold
2
 23
Iron
2
  7 
Diamond
  8 

Base Scale armor can be crafted, using scales that drop from armadillos, alligators, and lizards, using the same patterns as vanill armors.
As illustrated below, scale can be upgraded to iron by placing iron ingots around the base scale armor. The Gold and Diamond scale armors can be achieved in the same way by replacing the iron for the respective gold or diamond. The upgraded scale armors have the same armor contributions as their corresponding vanilla counterparts.


Read more ...

Project Zulu Items and Blocks

Item List

Ankh
Rare drop off Pharoah Boss. Summons a Fireball from roof of world to your current location. Causes half-heart of damage per use. Cannot be used below 1 health.

Raw Fiber
Acquired by crafting a Fur pelt in a crafting table into leather. Four raw fiber can be crafted (Shapeless Recipe) into 1 string. 

Structure Placer
Scrolls available only creative mode allow the player to place various structures. Hold and release right mouse buttton to place the desired structure. Note that it takes time to generate the structure after releasing button.

Fur Pelt
Item droped from vairous mobs. Can be crafted into leather.

Potions


Exposed Vanilla Potions: Jump, Haste, and Waterbreathing.
Four Unique Potion were also added:

  • Slow fall: Limits the players vertical velocity and damage upon impact.
  • Cleanse: Randomly Selects a potion effect affecting the player and removes it.
  • Curse: Causes an random potion effect already effecting the player to tick again.
  • Thorns: Similar to Thorns Enchant / Cactus armor. Attacking effected entity hurts attacker.

Potion Ingredients:
Black Lichen: Used in Potion Ingredient Crafting Recipie
Pulp: Used in Potion Ingredient Crafting Recipie, Crafted from Paper
Salt: Used in Potion Ingredient Crafting Recipie
Antennae: Used for Blindness Potion
Shiny Bauble: Used for Tier 2 Potion, Found in Dungeon Chests
Talon: Used for Strength+
Plant Stalk: Unused
Bark: Used for Protection
Small Heart: Used for Haste/DigSpeed+
Large Heart: USed for Strength+
Gill: Used for Underwater Breathing
Ectoplasm: Used in Potion Ingredient Crafting Recipies
Frog Legs: Used for Jump
Rabbits Feet: Used for Jump
Prickly Powder*: Used for Thorns
Powder Slush*: Used for Cleanse
Glowing Goo*: Used for Curse
Small Unhealthy Heart*: Used for Digspeed-
Large Unhealthy Heart*: Used for Weakness/Strength-

*Craftable Ingredients:
Most potion ingredients are found as mob drops. A few are crafted as below (all recipies are shapeless)
Pulp: Two are crafted by One Paper
Prickly Powder: Cactus + Pulp
Powder Slush: Bucket of Milk + Pulp
Glowing Goo: Milk + Pulp + Ectoplasm OR Powder Slush + Ectoplasm
Small Unhealthy Heart: Salt + Small
Large Unhealthy Heart: Salt + Large heart


Block List

Universal Flower Pot

The Universal Flower Pot is a Container Block styled after the vanilla entity. A single item can be placed in the pot and rendered. By default, this block replaces the vanilla flower pot. There is an option to disable that functionality in the configuration file. Blocks that use a tile entity will be rendered in their Item form. 

Tombstone

The Tombstone is a sign-like block. Placing the tombstone opens a GUI to edit the text. The text can be edited after placing by right clicking on the block. On player death, a Tombstone will be placed at the location the player died if it is an air block with the death message of the player written on it. This feature is toggleable in the Config File.



Campfire
Campfires can be placed on the ground. Emit light level 15. Once crafted, clicking on a unlit camp fire with coal will cause it to ignite. Similarly, clicking on a lit camp fire with water will cause the fire to go out.

By default, a Campfire will not burn entities walking across it. This can be toggled by setting the gamerule doesCampfureBurn to true.

The wooden campfire will spread fire in any direction except downwards while the stone Campfire will only spread upwards. 

Note that any type of log is use-able, even the ExtraBiomes Ones, though they all must be of the same type. Red Cobblestone can also be substituted for regular cobblestone.


Limited Mob Spawner
Contained in Module: Dungeon

 
 

A Custom Mob Spawner functionally identical to the vanilla spawner with the obvious exception of having a GUI to control key properties. It can only be accessed when in Creative mode. It will also only function while in Creative.

Spawn Delay has an associated minimum and maximum which controls how long after a mob spawns that another mob will be spawned.
Activation Range controls how close a non-creative player must get to activate the mob spawner.
Max Nearby controls the maximum, of the current entity it is trying to spawn, can be nearby before it will try to spawn another one.
Max Spawn is a new property that controls the maximum number of creature will be spawned from the mob spawner before it will remove it self. Note that a value of 0 will spawn creatures indefinitely.

A mob spawner can be setup to cycle through several different creatures by inputting the creature full name and an associated weighted chance. The button marked by an ellipsis will toggle a scroll list containing displaying select able entities. The Option button will toggle the ability to select a sound to be played when the creature spawns.

Custom sounds can be loaded by placing .ogg files into the config/Project Zulu/CustomResources directory that is created on start-up.


Mob Heads
Mob heads drop as a rare drop from their respective animals. They function near identical to vanilla skulls with the exception that they cannot be worn on your head.

Animals that currently drop heads are limited to: Armadillo, Bears, Beaver, Boar, Crocodile, Elephant, Giraffe, Gorilla,   Lizard, Mammoth, Ostrich, Penguin, Rhino, Treeent, and Vulture.


Spikes
Spikes From Left to Right: Ivory, Slow, and Poisoned
Ivory Spikes are crafted by Placing 3 tusks in the bottom row of a crafting table. They can be placed the top,bottom, or side of most blocks, including pistons. The Spikes do 2 damage when any entity comes in contact to them. If they are clicked on with a slime ball or poison droplet (which now drops from lizards) the spike will become a Sticky or Poisoned Spike respectively. Stick Spikes, in addition to doing damage, will also slow the entity that collides with them. Poison behaves the same except it obviously applies a poison effect instead.



Even cooler is when they are placed on fences. When placed on wooden and nether fences they form small pikes that give the look of a palisade. On Iron Fences, due to their continuous surface, the spikes form a continuous strip in what reminds me of police spike strips.

Video Demo:


Creeper Blossom

These are spawn in forests  at a rate of 1 in 100 Chunks. As the name implies walking over one will cause it to explode after a short delay. Sneaking will not cause an explosion.


Nightbloom

Spawns naturally in plains and river biomes. Opens at night time and closes during the day. When open, glows at light level 9. Can be placed on dirt, grass, watered dirt, and tilled dirt.

Aloe Vera


Naturally spawn in deserts.

Image contains average time from one stage to other. Note actually plant has multiple intermediary steps like wheat for animating the growth.

This plants function is hard to explain. The Idea behind the plant is it is versatile and can produce a number of different outputs. But getting any of those things requires harvesting the plant and need to start the cycle from the beggining.

For example the plant will continuously produce string at a rate of 1 tumbleweed every 20 minutes, but if it is harvested for food the whole plant breaks and to grow tumbleweed will now take 40 min.

Use 1: Food
When Aloe vera is planted on a sand or dirt block it will place its excess water in the dirt/sand below it. Onece the watered dirt block is sufficiently watered breaking it will drop 3 water droplets (food akin to watermelon in nutrition) along with 1 dirt or sand block.

Use 2: Dandelion Yellow
The Top part of the aloe vera plant can be broken to drop 1 dandelion yellow. Note that every time tumbleweed grows it will break the top part of aloe vera and not drop a dandelion.

Use 3: Tumbleweed: Seeds/String
Tumbleweed is created in any adjacent space to the base of the aloe vera plant. It must have a solid block under it to form. Can only spawn when the top part of the aloe vera block is fully grown. Tumbleweed spawning will break the top part of the aloe vera plant.


Palm Tree


Palm trees naturally generate in rivers and beaches and by the Oasis Structure. Palm Tree leaves have a chance to drop coconuts and palm tree saplings. Coconut seeds will only grow on the top part of a palm tree. (Top side block of tree below leaves). Palm Tree Naturally orient themselves to nearby water when spawning (will be vertical if no water is nearby).


Coconut


Coconut can be broken with sword to get coconut milk, coconut shell, and coconut seed. Coconut milk is a food similar to . Coconut shell can be used to make a bowl (same recipe as wood). Coconut seed can be planted on top part of a palm tree. (Top side block of tree below leaves).


Quicksand
Currently not available in Survival. It is in the creative inventory.  Functional similar to cobweb. Looks like regular sand.



Read more ...

Project Zulu Creatures

Rideable



Horse
Health
Armor
Strength
Speed
12
4
3/4/5
0.5
Drops: Scrap Meat(10), Beef(10), Large Heart(4)
Breeding: Red Apple, Carrots
Vanilla Biomse: Plains, Forest + Hills
Extra-Biomse: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description: Collision-Attack Mob. Passive. Right-Click with saddle to make mountable.

Controls: When mounted, the horse will move/turn toward the direction of the player when they have a stick in their hand. If they have no item, they will stop. If the player has an item in their hand (i.e. a bow) the horse will continue to move in whatever direction it was moving while the player is free to turn and, for example, shoot a bow at targets behind them.

Animals


Armadillo
Health
Armor
Strength
Speed
12
4
3/4/6
0.3 (x2)
Drops: Scale(10), Scrap Meat(10), Small Heart(4), Head (R)
Breeding: Spider Eye
Vanilla Biomes: Desert + Hills
Extra-Biomes: Mountainous Desert, Savanna, Mountain Ridge
Descripion: Collision-Attack Mob. Periodically will charge which increases its speed. Takes Cover when targeted with a bow. Restores 1 health every 10 seconds during daytime.



Alligator
Health
Armor
Strength
Speed
15
2
3/4/6
0.5 (x2)

Drops: Beef(10), Scrap Meat(10), Scale(10), Gills(4), Large Heart(4), Head (R)
Breeding: Scale, Scrap Meat, Head (Rare)
Vanilla Biomes: Swampland, River
Extra-Biomes: Green Swamplands, Marsh
Description: Collision-Attack Mob. Becomes hostile upon contact with water. Movement speed increases while swimming.



Beaver
Health
Armor
Strength
Speed
10
0
2/3/5
0.5

Drops: Scrap Meat(10), Fur Pelt(8), Small Heart(4), Black Lichen(4)
Breeding: Scale, Scrap Meat, Head (Rare)
Vanilla BiomesTaiga + Hills, Forest + Hills
Extra-BiomesAutumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
DescriptionCollision-Attack Mob. Passive unless attacked.



BlackBear
Health
Armor
Strength
Speed
15
2
2/3/5
0.5
Drops: Fur Pelt(8), Scrap Meat(10), Beef Raw(10), Small Heart(4), Black Lichen(4), Head (R)
Breeding: Raw or Cooked Fish
Vanilla Biomes: Taiga + Hills, Forest + Hills
Extra-Biomes: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description: Collision-Attack Mob. Passive unless attacked.



BrownBear
Health
Armor
Strength
Speed
20
4
2/3/5
0.5
Drops: Fur Pelt(8), Scrap Meat(10), Beef Raw(10), Large Heart(4), Black Lichen(4), Head (R)
Breeding: Raw or Cooked Fish
Vanilla Biomes: Ice Plains + Mountains, Forest + Hills
Extra-Biomes: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description: Collision-Attack Mob. Passive unless attacked.



PolarBear
Health
Armor
Strength
Speed
25
6
2/3/5
0.5
Drops: Fur Pelt(8), Scrap Meat(10), Beef Raw(10), Large Heart(4), Black Lichen(4), Head (Rare)
Breeding: Raw or Cooked Fish
Vanilla Biomes: Ice Plains
Extra-Biomes: Glacier, Ice Wasteland
Description: Collision-Attack Mob. Passive unless attacked.



Boar
Health
Armor
Strength
Speed
15
1
3/4/6
0.5
Drops: Scrap Meat(10), Beef(2), Fur Pelt(10), Small Heart(4), Black Lichen(4), Head (Rare)
Breeding: Red Apple
Vanilla Biomes: Taiga + Hills
Extra-Biomes: Alpine, Mountain Taiga, Snowy Rainforest
Description: Collision-Attack Mob. Passive unless attacked.





Eagle
Health
Armor
Strength
Speed
20
0
3/4/6
0.3
Drops: Raw Chicken(10), Feather(8), Talon(4), Small Heart(4)
Breeding: N/A
Vanilla Biomes: Extreme Hills + Edge
Extra-Biomes: N/A
Description: Collision-Attack Mob. Passive unless attacked.



Elephant
Health
Armor
Strength
Speed
30
6
6/8/9
0.5


Drops: Beef(10), Meat Scraps(10), Tusk(4), Large Heart(4), Head (Rare)
Breeding: Leaves
Vanilla Biomes: Plains
Extra-Biomes: Savanna
Description: Collision-Attack Mob. Passive unless attacked. Reduced knock back.


Finch
Health
Armor
Strength
Speed
8
0
N/A
0.3
Species: Red, Blue,Green
Drops: Feather(4), Head (Rare)
Breeding: N/A
Vanilla Biomes: Plains
Extra-Biomes: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description: Flying Mob. Passive.



Fox
Health
Armor
Strength
Speed
10
2
3/4/6
0.5

Drops: ScrapMeat(15), Beef(5), Fur Pelt(10), Small Heart(4)
Breeding: Eggs
Taming: Eggs
Vanilla BiomesTaiga + Hills, Forest + Hills
Extra-BiomesAutumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description:  Passive. Flees when attacked.

Frog
Health
Armor
Strength
Speed
10
0
N/A
0.5

Drops: ScrapMeat(10), Gills(4), Frog Legs(4)
BreedingSpider Eye
Vanilla BiomesSwampland
Extra-BiomesGreen Swamps, Marsh
Description:  Passive. Flees when attacked. Hops.


Giraffe
Health
Armor
Strength
Speed
20
3
5/6/7
0.5



Drops:Scrap Meat(10), Beef(10), Large Heart(4), Black Lichen(4), Head (Rare)
BreedingTall Grass
Vanilla BiomesPlains
Extra-BiomesSavanna
Description:  Collision-Attack Mob. Hostile when attacked.




Hornbill
Health
Armor
Strength
Speed
20
0
N/A
0.3
Drops: Raw Chicken(10), Feather(8), Talon(4), Small Heart(4)
Breeding: N/A
Vanilla Biomes: Jungle + Hills
Extra-Biomes: Mini + Extreme Jungle
Description: Flying Mob. Hostile when attacked.



Gorilla
Health
Armor
Strength
Speed
20
3
5/6/7
0.5
Drops: Fur Pelt(8), Scrap Meat(10), Beef(10), Large Heart(4), Head (Rare)
BreedingSpider Eye, Tall Grass
Vanilla Biomes: Jungle + Hills
Extra-Biomes: Mini + Extreme Jungle
DescriptionCollision-Attack Mob. Hostile when attacked.



Mammoth
Health
Armor
Strength
Speed
30
6
6/8/9
0.5
Drops: BeefRaw(15), Fur Pelt(10), Scrap Meat(10), Tusk(4), Large Heart(4), Head (Rare)
Breeding: Leaves
Vanilla Biomes: Ice Plains
Extra-Biomes: Tundra, Ice Wasteland, Glacier
Description: Collision-Attack Mob. Hostile when attacked.



Ostrich
Health
Armor
Strength
Speed
15
2
3/4/6
1.0
DropsScrap Meat(10), Beef(10), Feather(8), Small heart(4), Talon(4), Head (Rare)
Breeding: Seed
Vanilla Biomes: Desert, Plains
Extra-Biomes: Savanna
Description: Collision-Attack Mob. Hostile when attacked. Calls Allies.




Pelican
Health
Armor
Strength
Speed
20
0
3/4/6
0.3


Drops: Raw Chicken(10), Feather(8), Talon(4), Large Heart(4)
Breeding: N/A
Vanilla Biomes: River, Beach
Extra-Biomes: N/A
Description: Land-Flying Mob. Hostile when attacked.



Rabbit

Health
Armor
Strength
Speed
10
0
-/-/-
0.3
Drops: Scrap Meat(10), Rabbits Foot(4), Small Heart(4), Head (Rare)
Breeding: Red Apple, Carrot
Vanilla BiomesPlains, Forest, Forest Hills
Extra-Biomes: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Hills, Lush Redwoods, Redwood Forests, Lush Redwoods, Redwood Forests, Temperate Rain forests, Woodlands
Description: Passive Mob.



Penguin
Health
Armor
Strength
Speed
15
2
3/4/6
0.5
Drops: Scrap Meat(10), Feather(8), Small Heart(4), Head (Rare)
Breeding: Raw or Cooked Fish
Vanilla BiomesIce Plains
Extra-Biomes: Ice Wasteland, Glacier
Description: Collision-Attack Mob. Passive Unless attacked.



Rhino
Health
Armor
Strength
Speed
20
0
3/4/6
0.5
Drops Beef Raw(10), Scrap Meat(10), Tusk(8), Large Heart(4), Head (Rare)
BreedingTall Grass
Vanilla BiomesDesert
Extra-BiomesSavanna
DescriptionCollision-Attack Mob. Passive Unless attacked. Calls Allies.


Tree Ent
Health
Armor
Strength
Speed
30
6
3/4/6
0.5
Drops: Wood(15), Bark(4), Black Lichen(4), Head (Rare)
Breeding: N/A
Vanilla BiomesTaiga + Hills
Extra-BiomesAlpine, Mountain Taiga, Snow Forest, Snowy Rainforest
Description: Collision-Attack Mob. Hostile when attacked or if nearby tree is attacked.
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