1.0.5
Compatibility
Changes
1.0.5
Animals now pause their weight cycle at night. They rest until dawn, don't lose weight while you're sleeping, and the magnifying glass / Jade tooltip shows "Resting until dawn" instead of a countdown. Disable via pauseAtNight: false in the config.
Added diet groups. Carnivores (wolf, cat, ocelot, polar bear, frog) no longer need grazing; they get a free point in place of it. Aquatic mobs (axolotl, dolphin, all fish) need water and ignore grass. Omnivores (chicken, panda, fox, bee, turtle, hoglin, sniffer, armadillo) need light, space, and either water or grass. Herbivores still need all four (light/water/grass/space). Modded animals default to omnivore so they're not punished for unfamiliar habitats. Override per entity ID via the entityDiets config map.
Added disabledEntities config option to fully exclude entity types from the system. Useful for cosmetic pets like Quark's Shiba Inus that have no loot worth scaling. Disabled mobs get no weight tracking, no sick tint, no breeding block, no drop scaling, no Jade tooltip, no chat output from the magnifying glass. Example:
"disabledEntities": ["quark:shiba"]
1.0.4
- Added a Magnifying Glass item (craft with spyglass + paper) that prints an animal's weight, sick status, habitat checks, and time until the next check. Lives in a new Animal Weights creative tab.
- Added Jade compat: hover over an animal to see the same info with a live countdown.
- Fixed animals not gaining weight even with all conditions met. Each animal now has its own counter that survives chunk reloads.
- Fixed torches being ignored. Lowered default light threshold from 15 to 10. Existing configs need lightThreshold updated manually or animalweights.json deleted to regenerate.
- Habitat light check now uses the brightest of sun or block light. Daytime pastures pass.
- Cheaper wander-to-habitat AI. Big farms no longer eat noticeable tick budget.
- Crowding matches by entity type instead of exact Java class, so modded variants count.
- Added sickThreshold config (default 0), so raising minWeight above 0 no longer makes everything permanently sick.
- Reworked config with comments.
- Reworked overlay display to fade in/out when looking at an entity.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:L8hKhAzB:wq2xHOor"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:L8hKhAzB:wq2xHOor"
}

