JEI, Jade & config
JEI
With JEI installed, every step has its own recipe category, with notes on chances and timings:
- Fossil Part Hunting: which fossils drop from fossil ore, deepslate fossil ore, amber ore, frozen fossils, rock piles, dig sites and the Sifter, for every species and chisel, with the biomes and completeness ranges.
- One category per machine: what it takes and makes, including identification fail chances, DNA integrity results, incubation time per species and every hybrid pairing.
Look up any machine or item to jump to its pages.
Jade
With Jade installed, looking at:
- a creature shows its hunger and whether it's hungry enough to hunt, its comfort and biggest problem, its genome fidelity and temperament, whether it's sterile or frail, and (for your own creatures) its current order,
- a bred egg shows how long until it hatches.
Both can be turned off in Jade's plugin settings (Creature Hunger and Egg Data).
Config
Settings are in config/ancientcreature-common.toml. The file is watched, so changes apply without a restart.
| Key | Default | What it does |
|---|---|---|
FossilCleaningTable.cleaningTick | 100 (5 s) | Total processing time for cleaning a fossil fragment or fossil egg |
FossilIdentificationTable.unknownIdentifyingTick | 400 (20 s) | Total processing time for identifying an unknown species |
FossilIdentificationTable.knownIdentifyingTick | 100 (5 s) | Total processing time for identifying a known species |
DNAExtractor.extractingTick | 100 (5 s) | Total processing time for extracting dna from cleaned fossil |
GenomeSequencing.sequencingTick | 100 (5 s) | Total processing time for genome sequencing |
EmbryogenesisChamber.embryogenesisTick | 100 (5 s) | Total processing time for embryogenesis chamber |
Incubator.incubationTimeMultiplier | 1× | Incubation time are defined per species, but modifying this config value can make the machine work slower or faster |
FieldGuide.giveOnFirstJoin | true | Give players a Paleontologist's Field Guide the first time they join a world |
Creatures.breakBlocks | true | Whether charging creatures may smash blocks in #ancientcreature:creature_destroyable. Also requires the mobGriefing game rule. |
Creatures.passiveSpecies | [] | Species ids (e.g. "ancientcreature:tyrannosaurus_rex") that never start a fight. They still defend themselves when attacked. |
Creatures.populationCap | 64 | Maximum revived creatures within populationRadius of a new one. Breeding, hatching and capsule releases wait or fail beyond it. 0 disables the cap. |
Riding.requireSaddle | true | Whether a creature needs a Creature Saddle before its owner can ride it. |
Creatures.comfort | true | Track creature comfort (space, company, climate, hunger, pain). Comfortable creatures heal and breed; distressed large ones smash weak enclosures. |
Creatures.hunger | true | Whether creatures get hungry. When false every creature stays full: it never starves, never loses comfort to hunger and never hunts animals for food. Food is still used for breeding. |
Containment.electricFenceDamage | 4 | Damage a fully charged electric fence deals per shock. Weaker charge deals down to half of this. |
Creatures.populationRadius | 64 | Radius in blocks used to count creatures for populationCap. |
Times are in ticks (20 ticks = 1 second). The incubation multiplier scales every species' own incubation time in the Incubator: 0.5 hatches twice as fast, 2 takes twice as long. Eggs laid by breeding creatures are not affected.
