Commands
All require permission level 2 (gamemaster) — the same tier as /reload.
Species
/ancientcreature species list
Every loaded species with its movement category and size.
6 species loaded:
ancientcreature:ankylosaurus [land] 1.9x1.45
ancientcreature:deinonychus [land] 0.95x1.45
ancientcreature:megalodon [aquatic] 2.8x1.6
ancientcreature:pteranodon [flying] 1.5x1.4
ancientcreature:triceratops [land] 1.8x2.2
ancientcreature:tyrannosaurus_rex [land] 1.2x2.0If nothing is listed, the datapack half is not loaded. The message tells you where the files belong.
/ancientcreature species get <id>
Everything resolved for one species — including the behaviour list after the profile has been expanded and your overrides applied, which is the quickest way to check a profile did what you meant.
Species ancientcreature:triceratops
category: land
size: 1.8 x 2.2, eye 1.4
growth: adult_age 24000, baby_scale 0.5
incubation: 1000 ticks, biomes #minecraft:is_overworld
hunger: max 20.0, hunts at 10.0, full at 18.0, -1 every 1200 ticks
attribute minecraft:max_health = 45.0
...
behavior ancientcreature:charge_attack (priority 1, goal)
behavior ancientcreature:territorial (priority 2, target)
...Tab-completes loaded species ids.
/ancientcreature species validate
Re-runs validation over everything loaded and reports what fails. Useful after editing a pack by hand.
/ancientcreature species reload
Reloads datapacks, picking up species changes. Equivalent to /reload, and provided so you do not have to remember which one refreshes species.
Behaviour
/ancientcreature behaviors
Every registered component type with its default priority, and every profile — including any added by other mods. The authoritative list for the version you are running.
Hunger
/ancientcreature hunger <targets>
Reports how fed the selected creatures are, and whether that is enough to make them hunt.
ancientcreature:tyrannosaurus_rex: 14.0/20.0 (hunts at 10.0, full at 18.0) - not huntingHunger is otherwise invisible and moves on the order of minutes, so this is the way to tell a predator that is ignoring prey because it is full from one that is failing to target at all.
/ancientcreature hunger <targets> <value>
Sets hunger directly, so you can cross the hunting threshold without waiting out the decay.
/ancientcreature hunger @e[type=ancientcreature:ancient_creature,limit=1] 0That is the quickest way to confirm a predator does start hunting — drop it to zero and watch it pick a target. Set it back to 20 and it should lose interest once it climbs past full_threshold.
See hunger for what the numbers mean.
Actions
/ancientcreature action <targets> [<action>] [<ticks>|loop [<period>]]
Forces the synchronised action that the client's animation controller keys off, so a clip can be watched on demand instead of waiting for the AI to trigger it. With no action, it reports the current one.
/ancientcreature action @e[limit=1] roar
/ancientcreature action @e[limit=1] eat 40
/ancientcreature action @e[limit=1] roar loop
/ancientcreature action @e[limit=1] noneWith ticks omitted the action is held until something clears it; none always stops a loop. Note that a non-looping clip plays once and then leaves the model in its rest pose for as long as the action stays set — that is the animation's own loop mode, not a bug.
Spawning
/ancientcreature summon <species> [<pos>] [<baby>] [<variant>]
/ancientcreature summon mypack:stegosaurus
/ancientcreature summon mypack:stegosaurus ~ ~ ~
/ancientcreature summon mypack:stegosaurus ~ ~ ~ true
/ancientcreature summon mypack:stegosaurus ~ ~ ~ false albinoTab-completes loaded species ids, and fails with a clear message if the id has no definition rather than spawning an inert creature. Without a variant, one is rolled from the species' variants list, as it would be for a hatched creature.
The species is applied before the creature is placed, so it is positioned using its own bounding box and spawns at its own maximum health — not the generic 20.
Why not /summon
Every species shares one entity type, so /summon ancientcreature:ancient_creature gives you the default species unless you hand-write the NBT:
/summon ancientcreature:ancient_creature ~ ~ ~ {Species:"mypack:stegosaurus",Variant:"albino",Age:-24000}That still works — Age follows vanilla, negative is a baby — but it does not tab-complete and it does not tell you when the id is wrong.
Log lines worth knowing
On a successful load you should see:
Loaded 6 Ancient Creature species definitions (server side)
Loaded 6 Ancient Creature client species definitions
Loaded 6 Bedrock geometries
Loaded 32 Bedrock animations from 6 files
Loaded 6 Ancient Creature animation controllersProblems are logged with the file path and the reason:
Invalid Ancient Creature species definition mypack:stegosaurus (...): unknown attribute(s): minecraft:speed
Client species 'mypack:stegosaurus' references missing geometry 'mypack:stego'
Animation 'animation.stego.walk' targets bone 'leg1', which the geometry does not have
No species definition for 'mypack:stegosaurus'. Creatures of this species will stay inert ...