One entity, any creature
Every species — shipped or added by a pack — runs on a single generic entity. Size, attributes, AI, sounds and growth all come from JSON.
Add a prehistoric creature with a datapack and a resource pack. No Java, no mod build, no restart.
The species system replaces the old approach where every creature needed its own Java enum constant, EntityType, entity class, renderer, model class and animation class. All six shipped creatures — Triceratops, Tyrannosaurus Rex, Megalodon, Pteranodon, Ankylosaurus and Deinonychus — now run on it, and a datapack can add more.
Pteranodon is the first species created entirely for this system. It uses the flying movement category, a three-segment folding wing rig, a standard Blockbench Bedrock model, and its own ambient, alert, attack, hurt, death and step sounds.
Ankylosaurus demonstrates a high-resolution 256×256 box-UV texture and the reusable armored_herbivore profile. It grazes and herds, then pivots into an articulated tail-club strike when it or a nearby herd member is threatened.
Deinonychus demonstrates a fast feathered biped and the pack_predator profile. Hungry adults remain close to their own kind, call before chasing prey and share retaliation targets across the group.
data/<namespace>/ancientcreature/species/<name>.json gameplay
assets/<namespace>/ancientcreature/species/<name>.json appearance
assets/<namespace>/ancientcreature/geo/<name>.geo.json model
assets/<namespace>/ancientcreature/animations/<name>.animation.json animations
assets/<namespace>/ancientcreature/animation_controllers/<name>.controller.json when to play whatFive files. That is a creature.
Beta
Ancient Creature is in early beta. format_version is validated on load, so a future format change will tell you rather than silently misreading your files — but expect changes.