0.3.0
Compatibility
Changes
Cryptid Core Co Field Operations — v0.3.0 "The Family Update" The forest just got a lot more crowded. Stage 3 is the biggest update yet: a full Bigfoot redesign, an entire variant roster, family groups with real social behavior, and the forest evidence to match. The Bigfoot Redesign Completely rebuilt model based on witness sketch references: broad shoulders, muscular V-shaped torso, prominent brow ridge, long arms Shaggy silhouette: fur tuft cuboids on the mane, shoulders, and thighs, plus a ragged fur-coat overlay on the chest New lifelike animations: breathing, weight shifting, heavier gait, organic head tracking, carrying and angry poses The Variant Roster Age classes: Kid (4 blocks), Young Adult (5), Adult (6), Elder (bigger, silver) Male and female builds Biome-locked fur colors: Brown — everywhere Black — Dark Forest only White — snowy biomes + birch forests Cinnamon — birch forests Silver — Elders only Muddy variants of EVERYTHING: Bigfoots get muddy walking through mud (and rarely spawn that way), then dry off over ~5 minutes Family Groups Natural spawns can now be full groups of 5-10 with ~3 kids 25% of groups are led by a silver Elder Nest system: kids stay near the nest, adults roam up to 200 blocks and leave to hunt New Behaviors CURIOUS KIDS: kid Bigfoots approach you instead of fleeing. Stand still and they come closer. Do NOT hit one — every Bigfoot within 40 blocks will hunt you down HIDING: adults duck behind trees and peek out at you ROCK THROWING: angry Bigfoots hurl rocks at mid-range (3 damage); Elders throw constantly. The rocks land as real cobblestone WOOD KNOCKS: random knocks echo through the forest, more at night HUNTING: adults hunt rabbits, chickens, cows, and deer, then drag the kill to a bone pile BONE PILES: grow through 4 sizes as prey is added. Loot them for bone meal and rare Bigfoot Teeth — but breaking one angers the group ELDERS are territorial: hurt ANY group member and the Elder comes for you New Evidence Trunk fur: Bigfoots snag fur on tree bark as they pass — collectible Stick structures: teepees and twisted-branch arrangements mark territory Deer Variants Whitetail (forests), Elk (taigas, larger, bonus loot), Reindeer (snowy, thick grey coat), Sika (birch, small and spotted) Fawns inherit their parents' variant Sounds Full sound event wiring for howls, grunts, hurt/death, footsteps, wood knocks, rock throws, prey dragging, and deer calls (Ships with silent placeholders — real audio incoming in a follow-up patch) Fixes & Tech Save-compatible with Stage 2 worlds; existing Bigfoots upgrade automatically White Bigfoot preserved as its own entity for old worlds No external dependencies
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:o8SuzqFs:RayqfQ75"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:o8SuzqFs:RayqfQ75"
}

