
Unleashed Wild & Bountiful Bounties
The mod that adds a variety of wildlife to the Let's Do Collection
"Tame the untamed"
Wilder Nature adds a wild variety of tamable and untamable wildlife, with intricate visuals and functions that enhance vanilla immersion. Breathe, steady yourself, and face any challenge with valor.
Venture forth. Show no fear.
Wilder Nature expands the roster of wildlife within the Let's Do Collection and breathes life into the world of Minecraft through dynamic creatures and hunting systems.
Brave the Wilderness
- Set sight on and interact with the various wildlife found across your world
- New meats obtained by hunting the new wildlife
- New friends to make on your journeys
Grab your blunderbuss, the hunt awaits.
Fulfill Bounties and Collect Rewards
- Use the Bounty Board to obtain cool rewards from hunts. Temporarily disabled in 1.21.1
- Obtain a Bison Horn, the best way to show you're a master huntsman
- Turn fish into oil and fuel the fire to keep you warm at night
The hunt rewards only the valorous.
Decorative Elements
- Cool banners to decorate your hunting lodge
- Trophies of your kills that have useful effects
- A Stylin' Purple Hat, because why not?
Face the wilderness.
Tame the untamable.
Reap the rewards.
Dedicated to MissLilitu
Many of the animals featured in this mod were originally created by Nog and serve as the foundation of Wilder Nature, used with permission.
More of their work can be found here: https://mcmodels.net/vendors/24/nog
Let’s Do grows through its community.
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 | ||||
| 2d ago | 1 |
- Fixed**
- Dedicated servers no longer crash on startup with AbstractMethodError from Bounty Board networking
- Bounty Board reward duplication exploit — claiming only one reward and reopening the board no longer refills both
- Fixed being unable to place an Emerald in the Bounty Board to restore a lost contract
- Guild Commissions now actually appear on the Bounty Board (resource path mismatch prevented them from ever loading)
- Repeatable Guild Commissions no longer stay permanently locked out for a player after being completed once — they become available again on the next 3-day refresh
- Rotten Log now drops itself when broken (missing loot table meant it dropped nothing at all)
- Burrow, Termite Mound Storage, and Termite Mound now drop themselves when broken (same missing loot table issue)
- Moved the axe/shovel mineable block tags from the old
tags/blocks/path totags/block/(1.21 datapack path rename) — they were silently ignored, so all affected blocks had no correct tool assigned - Termite Mounds no longer produce an ever-growing, unbounded number of Termites over time — the population cap now tracks actually-alive Termites instead of just the ones currently within 16 blocks of the mound, closing a leak that caused mounds to keep spawning replacements for Termites that had simply wandered off, fought, or foraged out of range
- Added missing config translation keys for several new animals
- Bison, Cassowary, Deer, and Turkey now drop their cooked meat directly when killed with a weapon enchanted with Fire Aspect (or any other
#minecraft:smelts_lootenchantment), matching vanilla behavior
- Changed**
- Reduced grown-up Elephant melee attack range
- Smoothed the tamed Scorpion's sit/stand transition so it no longer visibly clips into the ground right after being told to stand up
[1.1.5]
This update makes WilderNature entities feel more alive, adding distinct behaviors, daily routines, sleep cycles, and interactions with the world around them.
Due to the massive amount of changes the release channel has been changed to **Beta**
- Fixed**
- Idle animations for most entities are now much smoother and more natural
- Hazelnut Bushes no longer turn into Sweetberry Bushes when bone mealed
- Improved wolf fur cloak animation and crouch alignment
- Fur Cloaks now render when placed on Armor Stands
- Lions and Scorpions no longer retaliate against creative-mode players
- Baby Dogs now stay put when ordered to sit instead of following adults
- Baby Bison head proportions corrected
- Baby Squirrels now render at proper baby size
- Giraffes can now step over single blocks while being ridden
- Crops, Pumpkin/Melon stems, and Mushroom Colonies can now be grown on tilled Rotten Log farmland (moisture speeds up growth)
- Swift Foxes can now be bred once they trust you enough
- Scorpions can now be fed at normal range to build trust (feeding was previously almost impossible to trigger)
- Changed**
- Recolored Hazelnut Bushes
- Recolored Fish Oil
- BountyBoard got a texture & model redone from scratch
- Turkeys now lay Turkey Eggs instead of regular Eggs
- RedWolf has been renamed to SwiftFox
- Bounty Board**
- Added a bounty system that refreshes with fresh objectives every 3 in-game days
- Added Hunt, Gather, Observe, and Explore bounty types
- Rewards now scale with difficulty and task size
- Larger tasks grant better rewards
- Added Guild Commissions as special high-value contracts
- Added biome exploration bounties
- Added observation bounties using the spyglass
- Added reward previews for bounties
- Reward slots now play a sound when they unlock
- Added a hover tooltip explaining the 3-day refresh cycle, with a live countdown to the next reset
- Hippo**
- Say hello to the new Hippos!
- Hippos react to nearby players and build up threat over time
- Hippos warn before attacking with a threatening display and yawn
- Feeding a Hippo calms it down
- Hippos defend their young aggressively
- Hippos snap at fish and attack boats
- Hippos graze on land and seek water during the day
- Added animations for idle, walking, swimming, eating, threatening and attacking
- Giraffe**
- Added Giraffes
- Giraffes live in small herds and prefer staying together
- They are peaceful and will avoid players when possible
- If threatened, they flee quickly over long distances
- Giraffes can defend themselves with powerful kicks
- Babies stay close to adults and follow the herd
- Scorpion**
- Scorpions live hidden beneath the surface and burrow into Dirt, Coarse Dirt and Sand
- They ambush nearby targets, striking quickly with poison before retreating
- When threatened, they rely on stealth and quick repositioning instead of direct fights
- A trust based system allows players to carefully calm and tame them
- Feed them Spider Eyes or Rotten Flesh while sneaking to slowly earn their trust
- Once calm, a Fermented Spider Eye completes the taming
- Their trust and mood are shown through sounds and body language
- Their glowing eyes reveal their presence in the dark just before they strike
- SwiftFox**
- Added player item stealing behavior with sneak and escape logic
- SwiftFoxes can steal items directly from player hands
- Added ground item stealing behavior
- SwiftFoxes can hide stolen items in the world
- Hidden items are remembered and can be retrieved later
- Added return behavior for trusted players
- SwiftFoxes can return stolen items when trust is gained
- Added gift system for trusted players
- SwiftFoxes can deliver items as gifts
- Added trust system influencing behavior towards players
- SwiftFoxes avoid untrusted players and react dynamically
- Added sneak, attack, idle and sleep animation states
- SwiftFoxes now sleep when idle for longer periods
- Added sleeping particles above the head
- Improved interaction flow between stealing, hiding and returning items
- Cassowary Rework**
- Added territorial behavior with alert, threatening and attack phases
- Cassowaries now react more aggressively when babies are nearby
- Babies now have their own model
- Added warning phase before attacking players
- Improved targeting and chase behavior
- Added alert particles and threatening sounds
- Cassowaries now maintain visual focus on threats during escalation
- Added attack effect slowing players briefly on hit
- Improved overall threat logic and state transitions
- Cassowaries are now classified as neutral mobs
- They only attack when provoked or when defending their territory
- Improved escalation flow to make warning behavior more readable
- Bison Rework**
- Improved herd behavior and group reactions
- Added coordinated panic behavior across nearby Bisons
- Panic can now spread naturally through the herd
- Improved threat response and movement during panic states
- Deer Rework**
- Added awareness system reacting to player movement, sprinting and held items
- Added panic system with herd wide reactions
- Improved herd behavior with leader following and persistence
- Added sleeping behavior with preparation and wake up triggers
- Deer prefer sleeping on grass blocks
- Deer seek shelter during the night
- Deer correctly ignore Creative and Spectator players
- Boar Rework**
- Reworked rooting behavior with smarter targeting
- Boars search for valid grass blocks before digging
- Added preparation phase before rooting
- Truffles can encourage rooting with a small chance
- Rooting now uses a loot table system
- Added cooldowns to prevent excessive rooting
- Boars can eat from caches when injured
- Rooting works on Dirt and Coarse Dirt with reduced loot chance
- Respects mobGriefing gamerule
- Raccoon Rework**
- Raccoons can loot containers and store items in caches
- Added consistent inventory handling
- Raccoons deposit items into caches
- Chance to generate additional loot bags when storing
- Added crop nibbling at night without destroying crops
- Respects mobGriefing gamerule
- Raccoons can eat from caches when injured
- Squirrel Rework**
- Added trust system based on item interactions
- Squirrels inspect and accept or reject items
- Accepted items increase trust
- Squirrels can forage from Hazelnut Bushes
- They store collected nuts in their inventory
- Respects mobGriefing gamerule
- Squirrels can use hollow caches
- Trusted squirrels can deliver gifts
- Dog Rework**
- Dogs now hunt skeletons and react to their drops
- Dogs can pick up, carry and store items
- Added a burrow storage system for dogs
- Dogs can deposit stored items into burrows
- Added fetch and delivery behavior
- Dogs can bring items back to their owner
- Dogs react to nearby raccoons and creepers
- Dogs now seek shelter during rain
- Dogs can rest, lie down and sleep near their owner
- Dogs are now tamed and fed with cooked meat instead of bones
- Hedgehog Rework**
- Added defensive curl behavior reducing damage
- Curled hedgehogs damage nearby entities
- Aggressive players trigger defensive reactions
- Added daytime sleeping behavior
- Hedgehogs can regenerate health while resting
- Added sniffing behavior
- Hedgehogs interact with mushrooms and berries
- MiniSheep Rework**
- MiniSheeps now form herds and follow a leader
- MiniSheeps sleep at night
- They wake up when players or threats are nearby
- When attacked, nearby MiniSheeps defend each other
- MiniSheeps only attack defensively
- They return to their meadow home after chasing enemies
- Added running behavior and animation
- Spawns have been reduced to Meadow only
- Lion**
- Added Lions roaming the Savanna
- Lions live in small prides and stay close together
- Lions rest and sleep during the day
- Lions become active when disturbed or during hunting moments
- They defend their group if threatened
- The Field Guide now lists Lions and Lionesses as separate entries (males show their mane)
- Termites & Mounds**
- Added Termites and Termite Mounds to the Savanna
- Termites build colonies and live inside their mounds
- You may find hidden storage chambers inside some mounds
- Termites collect resources from nearby logs and bring them back home
- Sometimes you can catch them carrying Woodmeal
- Killing a termite at the right moment might reward you
- Rotten Logs**
- Logs near termite mounds can become Rotten Logs over time
- Rotten Logs can be hollowed out and infested by termites
- Infested logs can be cleaned with a shovel
- Cleaning them may reward you with Woodmeal
- Rotten Logs can be filled with Dirt
- Rotten Logs filled with Dirt can be transformed into Farmland
- Added**
- Hollow Cache, a Tree Stump spawning in Forest and Plains Biomes
- Mushroom Colonies, a renewable source for mushrooms
- Burrow, created by Dogs for shared storage
- Bones can now be thrown by using Shift-Right-Click
- BeaverDam, placed by Beavers near or inside water. Good source for sticks.
- Termite Mounds, a Savanna structure inhabited by Termites
- Rotten Logs, created and maintained by nearby Termites
- Woodmeal, produced through termite activity and stored in mounds
- Field Journal - once known as Animal Compendium - showing really basic informations about certain animals
- ThickLeather - dropped by Elephants, Hippos and other Entities. Right-Click with a Shear to transform it into Leather
- Farm And Charm Compat**
- Boars can transform Dirt and Coarse Dirt into Fertilized Soil
- Raccoons steal eggs from ChickenCoops and ChickenNests
[1.1.4]
- Fixed**
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
- Changed**
- TermiteSpawnEgg texture
[1.1.3]
- Added**
- White deer now apply Bad Omen and Slowness to the player who kills them
- Changed**
- Normal deer deaths no longer trigger debuffs
[1.1.2]
- Fixed**
- Fixed crash when breaking the Bounty Board
[1.1.1]
- Fixed**
- Fixed dedicated server crash caused by ContractItem
[1.1.0]
- Ported to 1.21.1**
Note: This version is not feature complete yet.
- Fixed**
- Dedicated servers no longer crash on startup with AbstractMethodError from Bounty Board networking
- Bounty Board reward duplication exploit — claiming only one reward and reopening the board no longer refills both
- Fixed being unable to place an Emerald in the Bounty Board to restore a lost contract
- Guild Commissions now actually appear on the Bounty Board (resource path mismatch prevented them from ever loading)
- Repeatable Guild Commissions no longer stay permanently locked out for a player after being completed once — they become available again on the next 3-day refresh
- Rotten Log now drops itself when broken (missing loot table meant it dropped nothing at all)
- Burrow, Termite Mound Storage, and Termite Mound now drop themselves when broken (same missing loot table issue)
- Moved the axe/shovel mineable block tags from the old
tags/blocks/path totags/block/(1.21 datapack path rename) — they were silently ignored, so all affected blocks had no correct tool assigned - Termite Mounds no longer produce an ever-growing, unbounded number of Termites over time — the population cap now tracks actually-alive Termites instead of just the ones currently within 16 blocks of the mound, closing a leak that caused mounds to keep spawning replacements for Termites that had simply wandered off, fought, or foraged out of range
- Added missing config translation keys for several new animals
- Bison, Cassowary, Deer, and Turkey now drop their cooked meat directly when killed with a weapon enchanted with Fire Aspect (or any other
#minecraft:smelts_lootenchantment), matching vanilla behavior
- Changed**
- Reduced grown-up Elephant melee attack range
- Smoothed the tamed Scorpion's sit/stand transition so it no longer visibly clips into the ground right after being told to stand up
[1.1.5]
This update makes WilderNature entities feel more alive, adding distinct behaviors, daily routines, sleep cycles, and interactions with the world around them.
Due to the massive amount of changes the release channel has been changed to **Beta**
- Fixed**
- Idle animations for most entities are now much smoother and more natural
- Hazelnut Bushes no longer turn into Sweetberry Bushes when bone mealed
- Improved wolf fur cloak animation and crouch alignment
- Fur Cloaks now render when placed on Armor Stands
- Lions and Scorpions no longer retaliate against creative-mode players
- Baby Dogs now stay put when ordered to sit instead of following adults
- Baby Bison head proportions corrected
- Baby Squirrels now render at proper baby size
- Giraffes can now step over single blocks while being ridden
- Crops, Pumpkin/Melon stems, and Mushroom Colonies can now be grown on tilled Rotten Log farmland (moisture speeds up growth)
- Swift Foxes can now be bred once they trust you enough
- Scorpions can now be fed at normal range to build trust (feeding was previously almost impossible to trigger)
- Changed**
- Recolored Hazelnut Bushes
- Recolored Fish Oil
- BountyBoard got a texture & model redone from scratch
- Turkeys now lay Turkey Eggs instead of regular Eggs
- RedWolf has been renamed to SwiftFox
- Bounty Board**
- Added a bounty system that refreshes with fresh objectives every 3 in-game days
- Added Hunt, Gather, Observe, and Explore bounty types
- Rewards now scale with difficulty and task size
- Larger tasks grant better rewards
- Added Guild Commissions as special high-value contracts
- Added biome exploration bounties
- Added observation bounties using the spyglass
- Added reward previews for bounties
- Reward slots now play a sound when they unlock
- Added a hover tooltip explaining the 3-day refresh cycle, with a live countdown to the next reset
- Hippo**
- Say hello to the new Hippos!
- Hippos react to nearby players and build up threat over time
- Hippos warn before attacking with a threatening display and yawn
- Feeding a Hippo calms it down
- Hippos defend their young aggressively
- Hippos snap at fish and attack boats
- Hippos graze on land and seek water during the day
- Added animations for idle, walking, swimming, eating, threatening and attacking
- Giraffe**
- Added Giraffes
- Giraffes live in small herds and prefer staying together
- They are peaceful and will avoid players when possible
- If threatened, they flee quickly over long distances
- Giraffes can defend themselves with powerful kicks
- Babies stay close to adults and follow the herd
- Scorpion**
- Scorpions live hidden beneath the surface and burrow into Dirt, Coarse Dirt and Sand
- They ambush nearby targets, striking quickly with poison before retreating
- When threatened, they rely on stealth and quick repositioning instead of direct fights
- A trust based system allows players to carefully calm and tame them
- Feed them Spider Eyes or Rotten Flesh while sneaking to slowly earn their trust
- Once calm, a Fermented Spider Eye completes the taming
- Their trust and mood are shown through sounds and body language
- Their glowing eyes reveal their presence in the dark just before they strike
- SwiftFox**
- Added player item stealing behavior with sneak and escape logic
- SwiftFoxes can steal items directly from player hands
- Added ground item stealing behavior
- SwiftFoxes can hide stolen items in the world
- Hidden items are remembered and can be retrieved later
- Added return behavior for trusted players
- SwiftFoxes can return stolen items when trust is gained
- Added gift system for trusted players
- SwiftFoxes can deliver items as gifts
- Added trust system influencing behavior towards players
- SwiftFoxes avoid untrusted players and react dynamically
- Added sneak, attack, idle and sleep animation states
- SwiftFoxes now sleep when idle for longer periods
- Added sleeping particles above the head
- Improved interaction flow between stealing, hiding and returning items
- Cassowary Rework**
- Added territorial behavior with alert, threatening and attack phases
- Cassowaries now react more aggressively when babies are nearby
- Babies now have their own model
- Added warning phase before attacking players
- Improved targeting and chase behavior
- Added alert particles and threatening sounds
- Cassowaries now maintain visual focus on threats during escalation
- Added attack effect slowing players briefly on hit
- Improved overall threat logic and state transitions
- Cassowaries are now classified as neutral mobs
- They only attack when provoked or when defending their territory
- Improved escalation flow to make warning behavior more readable
- Bison Rework**
- Improved herd behavior and group reactions
- Added coordinated panic behavior across nearby Bisons
- Panic can now spread naturally through the herd
- Improved threat response and movement during panic states
- Deer Rework**
- Added awareness system reacting to player movement, sprinting and held items
- Added panic system with herd wide reactions
- Improved herd behavior with leader following and persistence
- Added sleeping behavior with preparation and wake up triggers
- Deer prefer sleeping on grass blocks
- Deer seek shelter during the night
- Deer correctly ignore Creative and Spectator players
- Boar Rework**
- Reworked rooting behavior with smarter targeting
- Boars search for valid grass blocks before digging
- Added preparation phase before rooting
- Truffles can encourage rooting with a small chance
- Rooting now uses a loot table system
- Added cooldowns to prevent excessive rooting
- Boars can eat from caches when injured
- Rooting works on Dirt and Coarse Dirt with reduced loot chance
- Respects mobGriefing gamerule
- Raccoon Rework**
- Raccoons can loot containers and store items in caches
- Added consistent inventory handling
- Raccoons deposit items into caches
- Chance to generate additional loot bags when storing
- Added crop nibbling at night without destroying crops
- Respects mobGriefing gamerule
- Raccoons can eat from caches when injured
- Squirrel Rework**
- Added trust system based on item interactions
- Squirrels inspect and accept or reject items
- Accepted items increase trust
- Squirrels can forage from Hazelnut Bushes
- They store collected nuts in their inventory
- Respects mobGriefing gamerule
- Squirrels can use hollow caches
- Trusted squirrels can deliver gifts
- Dog Rework**
- Dogs now hunt skeletons and react to their drops
- Dogs can pick up, carry and store items
- Added a burrow storage system for dogs
- Dogs can deposit stored items into burrows
- Added fetch and delivery behavior
- Dogs can bring items back to their owner
- Dogs react to nearby raccoons and creepers
- Dogs now seek shelter during rain
- Dogs can rest, lie down and sleep near their owner
- Dogs are now tamed and fed with cooked meat instead of bones
- Hedgehog Rework**
- Added defensive curl behavior reducing damage
- Curled hedgehogs damage nearby entities
- Aggressive players trigger defensive reactions
- Added daytime sleeping behavior
- Hedgehogs can regenerate health while resting
- Added sniffing behavior
- Hedgehogs interact with mushrooms and berries
- MiniSheep Rework**
- MiniSheeps now form herds and follow a leader
- MiniSheeps sleep at night
- They wake up when players or threats are nearby
- When attacked, nearby MiniSheeps defend each other
- MiniSheeps only attack defensively
- They return to their meadow home after chasing enemies
- Added running behavior and animation
- Spawns have been reduced to Meadow only
- Lion**
- Added Lions roaming the Savanna
- Lions live in small prides and stay close together
- Lions rest and sleep during the day
- Lions become active when disturbed or during hunting moments
- They defend their group if threatened
- The Field Guide now lists Lions and Lionesses as separate entries (males show their mane)
- Termites & Mounds**
- Added Termites and Termite Mounds to the Savanna
- Termites build colonies and live inside their mounds
- You may find hidden storage chambers inside some mounds
- Termites collect resources from nearby logs and bring them back home
- Sometimes you can catch them carrying Woodmeal
- Killing a termite at the right moment might reward you
- Rotten Logs**
- Logs near termite mounds can become Rotten Logs over time
- Rotten Logs can be hollowed out and infested by termites
- Infested logs can be cleaned with a shovel
- Cleaning them may reward you with Woodmeal
- Rotten Logs can be filled with Dirt
- Rotten Logs filled with Dirt can be transformed into Farmland
- Added**
- Hollow Cache, a Tree Stump spawning in Forest and Plains Biomes
- Mushroom Colonies, a renewable source for mushrooms
- Burrow, created by Dogs for shared storage
- Bones can now be thrown by using Shift-Right-Click
- BeaverDam, placed by Beavers near or inside water. Good source for sticks.
- Termite Mounds, a Savanna structure inhabited by Termites
- Rotten Logs, created and maintained by nearby Termites
- Woodmeal, produced through termite activity and stored in mounds
- Field Journal - once known as Animal Compendium - showing really basic informations about certain animals
- ThickLeather - dropped by Elephants, Hippos and other Entities. Right-Click with a Shear to transform it into Leather
- Farm And Charm Compat**
- Boars can transform Dirt and Coarse Dirt into Fertilized Soil
- Raccoons steal eggs from ChickenCoops and ChickenNests
[1.1.4]
- Fixed**
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
- Changed**
- TermiteSpawnEgg texture
[1.1.3]
- Added**
- White deer now apply Bad Omen and Slowness to the player who kills them
- Changed**
- Normal deer deaths no longer trigger debuffs
[1.1.2]
- Fixed**
- Fixed crash when breaking the Bounty Board
[1.1.1]
- Fixed**
- Fixed dedicated server crash caused by ContractItem
[1.1.0]
- Ported to 1.21.1**
Note: This version is not feature complete yet.
This update makes WilderNature entities feel more alive, adding distinct behaviors, daily routines, sleep cycles, and interactions with the world around them.
Due to the massive amount of changes the release channel has been changed to **Beta**
- Fixed**
- Idle animations for most entities are now much smoother and more natural
- Hazelnut Bushes no longer turn into Sweetberry Bushes when bone mealed
- Improved wolf fur cloak animation and crouch alignment
- Fur Cloaks now render when placed on Armor Stands
- Lions and Scorpions no longer retaliate against creative-mode players
- Baby Dogs now stay put when ordered to sit instead of following adults
- Baby Bison head proportions corrected
- Baby Squirrels now render at proper baby size
- Giraffes can now step over single blocks while being ridden
- Crops, Pumpkin/Melon stems, and Mushroom Colonies can now be grown on tilled Rotten Log farmland (moisture speeds up growth)
- Swift Foxes can now be bred once they trust you enough
- Scorpions can now be fed at normal range to build trust (feeding was previously almost impossible to trigger)
- Changed**
- Recolored Hazelnut Bushes
- Recolored Fish Oil
- BountyBoard got a texture & model redone from scratch
- Turkeys now lay Turkey Eggs instead of regular Eggs
- RedWolf has been renamed to SwiftFox
- Bounty Board**
- Added a bounty system that refreshes with fresh objectives every 3 in-game days
- Added Hunt, Gather, Observe, and Explore bounty types
- Rewards now scale with difficulty and task size
- Larger tasks grant better rewards
- Added Guild Commissions as special high-value contracts
- Added biome exploration bounties
- Added observation bounties using the spyglass
- Added reward previews for bounties
- Reward slots now play a sound when they unlock
- Added a hover tooltip explaining the 3-day refresh cycle, with a live countdown to the next reset
- Hippo**
- Say hello to the new Hippos!
- Hippos react to nearby players and build up threat over time
- Hippos warn before attacking with a threatening display and yawn
- Feeding a Hippo calms it down
- Hippos defend their young aggressively
- Hippos snap at fish and attack boats
- Hippos graze on land and seek water during the day
- Added animations for idle, walking, swimming, eating, threatening and attacking
- Giraffe**
- Added Giraffes
- Giraffes live in small herds and prefer staying together
- They are peaceful and will avoid players when possible
- If threatened, they flee quickly over long distances
- Giraffes can defend themselves with powerful kicks
- Babies stay close to adults and follow the herd
- Scorpion**
- Scorpions live hidden beneath the surface and burrow into Dirt, Coarse Dirt and Sand
- They ambush nearby targets, striking quickly with poison before retreating
- When threatened, they rely on stealth and quick repositioning instead of direct fights
- A trust based system allows players to carefully calm and tame them
- Feed them Spider Eyes or Rotten Flesh while sneaking to slowly earn their trust
- Once calm, a Fermented Spider Eye completes the taming
- Their trust and mood are shown through sounds and body language
- Their glowing eyes reveal their presence in the dark just before they strike
- SwiftFox**
- Added player item stealing behavior with sneak and escape logic
- SwiftFoxes can steal items directly from player hands
- Added ground item stealing behavior
- SwiftFoxes can hide stolen items in the world
- Hidden items are remembered and can be retrieved later
- Added return behavior for trusted players
- SwiftFoxes can return stolen items when trust is gained
- Added gift system for trusted players
- SwiftFoxes can deliver items as gifts
- Added trust system influencing behavior towards players
- SwiftFoxes avoid untrusted players and react dynamically
- Added sneak, attack, idle and sleep animation states
- SwiftFoxes now sleep when idle for longer periods
- Added sleeping particles above the head
- Improved interaction flow between stealing, hiding and returning items
- Cassowary Rework**
- Added territorial behavior with alert, threatening and attack phases
- Cassowaries now react more aggressively when babies are nearby
- Babies now have their own model
- Added warning phase before attacking players
- Improved targeting and chase behavior
- Added alert particles and threatening sounds
- Cassowaries now maintain visual focus on threats during escalation
- Added attack effect slowing players briefly on hit
- Improved overall threat logic and state transitions
- Cassowaries are now classified as neutral mobs
- They only attack when provoked or when defending their territory
- Improved escalation flow to make warning behavior more readable
- Bison Rework**
- Improved herd behavior and group reactions
- Added coordinated panic behavior across nearby Bisons
- Panic can now spread naturally through the herd
- Improved threat response and movement during panic states
- Deer Rework**
- Added awareness system reacting to player movement, sprinting and held items
- Added panic system with herd wide reactions
- Improved herd behavior with leader following and persistence
- Added sleeping behavior with preparation and wake up triggers
- Deer prefer sleeping on grass blocks
- Deer seek shelter during the night
- Deer correctly ignore Creative and Spectator players
- Boar Rework**
- Reworked rooting behavior with smarter targeting
- Boars search for valid grass blocks before digging
- Added preparation phase before rooting
- Truffles can encourage rooting with a small chance
- Rooting now uses a loot table system
- Added cooldowns to prevent excessive rooting
- Boars can eat from caches when injured
- Rooting works on Dirt and Coarse Dirt with reduced loot chance
- Respects mobGriefing gamerule
- Raccoon Rework**
- Raccoons can loot containers and store items in caches
- Added consistent inventory handling
- Raccoons deposit items into caches
- Chance to generate additional loot bags when storing
- Added crop nibbling at night without destroying crops
- Respects mobGriefing gamerule
- Raccoons can eat from caches when injured
- Squirrel Rework**
- Added trust system based on item interactions
- Squirrels inspect and accept or reject items
- Accepted items increase trust
- Squirrels can forage from Hazelnut Bushes
- They store collected nuts in their inventory
- Respects mobGriefing gamerule
- Squirrels can use hollow caches
- Trusted squirrels can deliver gifts
- Dog Rework**
- Dogs now hunt skeletons and react to their drops
- Dogs can pick up, carry and store items
- Added a burrow storage system for dogs
- Dogs can deposit stored items into burrows
- Added fetch and delivery behavior
- Dogs can bring items back to their owner
- Dogs react to nearby raccoons and creepers
- Dogs now seek shelter during rain
- Dogs can rest, lie down and sleep near their owner
- Dogs are now tamed and fed with cooked meat instead of bones
- Hedgehog Rework**
- Added defensive curl behavior reducing damage
- Curled hedgehogs damage nearby entities
- Aggressive players trigger defensive reactions
- Added daytime sleeping behavior
- Hedgehogs can regenerate health while resting
- Added sniffing behavior
- Hedgehogs interact with mushrooms and berries
- MiniSheep Rework**
- MiniSheeps now form herds and follow a leader
- MiniSheeps sleep at night
- They wake up when players or threats are nearby
- When attacked, nearby MiniSheeps defend each other
- MiniSheeps only attack defensively
- They return to their meadow home after chasing enemies
- Added running behavior and animation
- Spawns have been reduced to Meadow only
- Lion**
- Added Lions roaming the Savanna
- Lions live in small prides and stay close together
- Lions rest and sleep during the day
- Lions become active when disturbed or during hunting moments
- They defend their group if threatened
- The Field Guide now lists Lions and Lionesses as separate entries (males show their mane)
- Termites & Mounds**
- Added Termites and Termite Mounds to the Savanna
- Termites build colonies and live inside their mounds
- You may find hidden storage chambers inside some mounds
- Termites collect resources from nearby logs and bring them back home
- Sometimes you can catch them carrying Woodmeal
- Killing a termite at the right moment might reward you
- Rotten Logs**
- Logs near termite mounds can become Rotten Logs over time
- Rotten Logs can be hollowed out and infested by termites
- Infested logs can be cleaned with a shovel
- Cleaning them may reward you with Woodmeal
- Rotten Logs can be filled with Dirt
- Rotten Logs filled with Dirt can be transformed into Farmland
- Added**
- Hollow Cache, a Tree Stump spawning in Forest and Plains Biomes
- Mushroom Colonies, a renewable source for mushrooms
- Burrow, created by Dogs for shared storage
- Bones can now be thrown by using Shift-Right-Click
- BeaverDam, placed by Beavers near or inside water. Good source for sticks.
- Termite Mounds, a Savanna structure inhabited by Termites
- Rotten Logs, created and maintained by nearby Termites
- Woodmeal, produced through termite activity and stored in mounds
- Field Journal - once known as Animal Compendium - showing really basic informations about certain animals
- ThickLeather - dropped by Elephants, Hippos and other Entities. Right-Click with a Shear to transform it into Leather
- Farm And Charm Compat**
- Boars can transform Dirt and Coarse Dirt into Fertilized Soil
- Raccoons steal eggs from ChickenCoops and ChickenNests
[1.1.4]
- Fixed**
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
- Changed**
- TermiteSpawnEgg texture
[1.1.3]
- Added**
- White deer now apply Bad Omen and Slowness to the player who kills them
- Changed**
- Normal deer deaths no longer trigger debuffs
[1.1.2]
- Fixed**
- Fixed crash when breaking the Bounty Board
[1.1.1]
- Fixed**
- Fixed dedicated server crash caused by ContractItem
[1.1.0]
- Ported to 1.21.1**
Note: This version is not feature complete yet.
This update makes WilderNature entities feel more alive, adding distinct behaviors, daily routines, sleep cycles, and interactions with the world around them.
Due to the massive amount of changes the release channel has been changed to **Beta**
- Fixed**
- Idle animations for most entities are now much smoother and more natural
- Hazelnut Bushes no longer turn into Sweetberry Bushes when bone mealed
- Improved wolf fur cloak animation and crouch alignment
- Fur Cloaks now render when placed on Armor Stands
- Lions and Scorpions no longer retaliate against creative-mode players
- Baby Dogs now stay put when ordered to sit instead of following adults
- Baby Bison head proportions corrected
- Baby Squirrels now render at proper baby size
- Giraffes can now step over single blocks while being ridden
- Crops, Pumpkin/Melon stems, and Mushroom Colonies can now be grown on tilled Rotten Log farmland (moisture speeds up growth)
- Swift Foxes can now be bred once they trust you enough
- Scorpions can now be fed at normal range to build trust (feeding was previously almost impossible to trigger)
- Changed**
- Recolored Hazelnut Bushes
- Recolored Fish Oil
- BountyBoard got a texture & model redone from scratch
- Turkeys now lay Turkey Eggs instead of regular Eggs
- RedWolf has been renamed to SwiftFox
- Bounty Board**
- Added a bounty system that refreshes with fresh objectives every 3 in-game days
- Added Hunt, Gather, Observe, and Explore bounty types
- Rewards now scale with difficulty and task size
- Larger tasks grant better rewards
- Added Guild Commissions as special high-value contracts
- Added biome exploration bounties
- Added observation bounties using the spyglass
- Added reward previews for bounties
- Reward slots now play a sound when they unlock
- Added a hover tooltip explaining the 3-day refresh cycle, with a live countdown to the next reset
- Hippo**
- Say hello to the new Hippos!
- Hippos react to nearby players and build up threat over time
- Hippos warn before attacking with a threatening display and yawn
- Feeding a Hippo calms it down
- Hippos defend their young aggressively
- Hippos snap at fish and attack boats
- Hippos graze on land and seek water during the day
- Added animations for idle, walking, swimming, eating, threatening and attacking
- Giraffe**
- Added Giraffes
- Giraffes live in small herds and prefer staying together
- They are peaceful and will avoid players when possible
- If threatened, they flee quickly over long distances
- Giraffes can defend themselves with powerful kicks
- Babies stay close to adults and follow the herd
- Scorpion**
- Scorpions live hidden beneath the surface and burrow into Dirt, Coarse Dirt and Sand
- They ambush nearby targets, striking quickly with poison before retreating
- When threatened, they rely on stealth and quick repositioning instead of direct fights
- A trust based system allows players to carefully calm and tame them
- Feed them Spider Eyes or Rotten Flesh while sneaking to slowly earn their trust
- Once calm, a Fermented Spider Eye completes the taming
- Their trust and mood are shown through sounds and body language
- Their glowing eyes reveal their presence in the dark just before they strike
- SwiftFox**
- Added player item stealing behavior with sneak and escape logic
- SwiftFoxes can steal items directly from player hands
- Added ground item stealing behavior
- SwiftFoxes can hide stolen items in the world
- Hidden items are remembered and can be retrieved later
- Added return behavior for trusted players
- SwiftFoxes can return stolen items when trust is gained
- Added gift system for trusted players
- SwiftFoxes can deliver items as gifts
- Added trust system influencing behavior towards players
- SwiftFoxes avoid untrusted players and react dynamically
- Added sneak, attack, idle and sleep animation states
- SwiftFoxes now sleep when idle for longer periods
- Added sleeping particles above the head
- Improved interaction flow between stealing, hiding and returning items
- Cassowary Rework**
- Added territorial behavior with alert, threatening and attack phases
- Cassowaries now react more aggressively when babies are nearby
- Babies now have their own model
- Added warning phase before attacking players
- Improved targeting and chase behavior
- Added alert particles and threatening sounds
- Cassowaries now maintain visual focus on threats during escalation
- Added attack effect slowing players briefly on hit
- Improved overall threat logic and state transitions
- Cassowaries are now classified as neutral mobs
- They only attack when provoked or when defending their territory
- Improved escalation flow to make warning behavior more readable
- Bison Rework**
- Improved herd behavior and group reactions
- Added coordinated panic behavior across nearby Bisons
- Panic can now spread naturally through the herd
- Improved threat response and movement during panic states
- Deer Rework**
- Added awareness system reacting to player movement, sprinting and held items
- Added panic system with herd wide reactions
- Improved herd behavior with leader following and persistence
- Added sleeping behavior with preparation and wake up triggers
- Deer prefer sleeping on grass blocks
- Deer seek shelter during the night
- Deer correctly ignore Creative and Spectator players
- Boar Rework**
- Reworked rooting behavior with smarter targeting
- Boars search for valid grass blocks before digging
- Added preparation phase before rooting
- Truffles can encourage rooting with a small chance
- Rooting now uses a loot table system
- Added cooldowns to prevent excessive rooting
- Boars can eat from caches when injured
- Rooting works on Dirt and Coarse Dirt with reduced loot chance
- Respects mobGriefing gamerule
- Raccoon Rework**
- Raccoons can loot containers and store items in caches
- Added consistent inventory handling
- Raccoons deposit items into caches
- Chance to generate additional loot bags when storing
- Added crop nibbling at night without destroying crops
- Respects mobGriefing gamerule
- Raccoons can eat from caches when injured
- Squirrel Rework**
- Added trust system based on item interactions
- Squirrels inspect and accept or reject items
- Accepted items increase trust
- Squirrels can forage from Hazelnut Bushes
- They store collected nuts in their inventory
- Respects mobGriefing gamerule
- Squirrels can use hollow caches
- Trusted squirrels can deliver gifts
- Dog Rework**
- Dogs now hunt skeletons and react to their drops
- Dogs can pick up, carry and store items
- Added a burrow storage system for dogs
- Dogs can deposit stored items into burrows
- Added fetch and delivery behavior
- Dogs can bring items back to their owner
- Dogs react to nearby raccoons and creepers
- Dogs now seek shelter during rain
- Dogs can rest, lie down and sleep near their owner
- Dogs are now tamed and fed with cooked meat instead of bones
- Hedgehog Rework**
- Added defensive curl behavior reducing damage
- Curled hedgehogs damage nearby entities
- Aggressive players trigger defensive reactions
- Added daytime sleeping behavior
- Hedgehogs can regenerate health while resting
- Added sniffing behavior
- Hedgehogs interact with mushrooms and berries
- MiniSheep Rework**
- MiniSheeps now form herds and follow a leader
- MiniSheeps sleep at night
- They wake up when players or threats are nearby
- When attacked, nearby MiniSheeps defend each other
- MiniSheeps only attack defensively
- They return to their meadow home after chasing enemies
- Added running behavior and animation
- Spawns have been reduced to Meadow only
- Lion**
- Added Lions roaming the Savanna
- Lions live in small prides and stay close together
- Lions rest and sleep during the day
- Lions become active when disturbed or during hunting moments
- They defend their group if threatened
- The Field Guide now lists Lions and Lionesses as separate entries (males show their mane)
- Termites & Mounds**
- Added Termites and Termite Mounds to the Savanna
- Termites build colonies and live inside their mounds
- You may find hidden storage chambers inside some mounds
- Termites collect resources from nearby logs and bring them back home
- Sometimes you can catch them carrying Woodmeal
- Killing a termite at the right moment might reward you
- Rotten Logs**
- Logs near termite mounds can become Rotten Logs over time
- Rotten Logs can be hollowed out and infested by termites
- Infested logs can be cleaned with a shovel
- Cleaning them may reward you with Woodmeal
- Rotten Logs can be filled with Dirt
- Rotten Logs filled with Dirt can be transformed into Farmland
- Added**
- Hollow Cache, a Tree Stump spawning in Forest and Plains Biomes
- Mushroom Colonies, a renewable source for mushrooms
- Burrow, created by Dogs for shared storage
- Bones can now be thrown by using Shift-Right-Click
- BeaverDam, placed by Beavers near or inside water. Good source for sticks.
- Termite Mounds, a Savanna structure inhabited by Termites
- Rotten Logs, created and maintained by nearby Termites
- Woodmeal, produced through termite activity and stored in mounds
- Field Journal - once known as Animal Compendium - showing really basic informations about certain animals
- ThickLeather - dropped by Elephants, Hippos and other Entities. Right-Click with a Shear to transform it into Leather
- Farm And Charm Compat**
- Boars can transform Dirt and Coarse Dirt into Fertilized Soil
- Raccoons steal eggs from ChickenCoops and ChickenNests
[1.1.4]
- Fixed**
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
- Changed**
- TermiteSpawnEgg texture
[1.1.3]
- Added**
- White deer now apply Bad Omen and Slowness to the player who kills them
- Changed**
- Normal deer deaths no longer trigger debuffs
[1.1.2]
- Fixed**
- Fixed crash when breaking the Bounty Board
[1.1.1]
- Fixed**
- Fixed dedicated server crash caused by ContractItem
[1.1.0]
- Ported to 1.21.1**
Note: This version is not feature complete yet.
- Fixed**
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
- Changed**
TermiteSpawnEggTexture
[1.1.3]
- Added**
- White deer now apply **Bad Omen** (60 min) and **Slowness II** (5 min) to the player who kills them (directly or with projectiles).
- Changed**
- Normal deer deaths no longer trigger any player debuffs.
[1.1.2]
- Fixed:**
- Fixed a crash when breaking the **Bounty Board**. Dropped items no longer contain invalid/empty BlockEntityTag data.
[1.1.1]
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Fixed**
- Fixed NeoForge config registration and syncing
- Added proper breeding food items for bison, cassowary, minisheep, penguin and red wolf
- Changed**
TermiteSpawnEggTexture
[1.1.3]
- Added**
- White deer now apply **Bad Omen** (60 min) and **Slowness II** (5 min) to the player who kills them (directly or with projectiles).
- Changed**
- Normal deer deaths no longer trigger any player debuffs.
[1.1.2]
- Fixed:**
- Fixed a crash when breaking the **Bounty Board**. Dropped items no longer contain invalid/empty BlockEntityTag data.
[1.1.1]
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Added**
- White deer now apply **Bad Omen** (60 min) and **Slowness II** (5 min) to the player who kills them (directly or with projectiles).
- Changed**
- Normal deer deaths no longer trigger any player debuffs.
[1.1.2]
- Fixed:**
- Fixed a crash when breaking the **Bounty Board**. Dropped items no longer contain invalid/empty BlockEntityTag data.
[1.1.1]
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Added**
- White deer now apply **Bad Omen** (60 min) and **Slowness II** (5 min) to the player who kills them (directly or with projectiles).
- Changed**
- Normal deer deaths no longer trigger any player debuffs.
[1.1.2]
- Fixed:**
- Fixed a crash when breaking the **Bounty Board**. Dropped items no longer contain invalid/empty BlockEntityTag data.
[1.1.1]
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Fixed:**
- Fixed a crash when breaking the **Bounty Board**. Dropped items no longer contain invalid/empty BlockEntityTag data.
[1.1.1]
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Fixed:**
- Fixed a crash when breaking the **Bounty Board**. Dropped items no longer contain invalid/empty BlockEntityTag data.
[1.1.1]
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Fixed:**
- Fixed dedicated server crash caused by
ContractItemusing client-onlyMinecraftreference.
[1.1.0]
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Ported to 1.21.1**
_Note: This version is not feature complete yet._
- Changed**
- Decreased FlintAmmunition damage from "5" to "4"
- Increased Diamond Ammunition damage from "9" to "12"
- Flint Ammunition now acts as shotgun ammo, firing 4–8 pellets in a wider spread with limited range and distance-based damage falloff
- Fixed**
- Crash when Boar entity executed attack-related goals due to missing
ATTACK_DAMAGEattribute
- Changed**
- Decreased FlintAmmunition damage from "5" to "4"
- Increased Diamond Ammunition damage from "9" to "12"
- Flint Ammunition now acts as shotgun ammo, firing 4–8 pellets in a wider spread with limited range and distance-based damage falloff
- Fixed**
- Crash when Boar entity executed attack-related goals due to missing
ATTACK_DAMAGEattribute
## Fixed Issues
- [Issue #457](https://github.com/satisfyu/Let-s-Do-Hub/issues/457)
## Changed / New Features
- Added Curios Support for the Fur Cloak
## Fixed Issues
- [Issue #457](https://github.com/satisfyu/Let-s-Do-Hub/issues/457)
## Changed / New Features
- Added Curios Support for the Fur Cloak
## Fixed Issues
- [Issue #238](https://github.com/satisfyu/Let-s-Do-Hub/issues/238):** Bounty Board Contracts generating a lot of log spam
- [Issue #273](https://github.com/satisfyu/Let-s-Do-Hub/issues/273):** Crash with C2ME
- [Issue #278](https://github.com/satisfyu/Let-s-Do-Hub/issues/278):** Not possible to breed Hedgehogs
- [Issue #322](https://github.com/satisfyu/Let-s-Do-Hub/issues/322):** Trinkets not marked as dependencies
## Changed / New Features
- Added a sitting Pose for Red Wolfs
- Added a sitting Pose for Dogs
- Added a Delete Contract Button to the Bounty Board
- Blunderbuss won’t set hit enemies on Fire anymore
- Temporarily Removed the Manhunt Contract
- Slightly Changed BountyBoardGui Texture
- The release channel has been set back to Beta – the BountyBoard simply isn’t working as I would like, and it still needs several adjustments.
## Summary
- New Features**: Dogs and Red Wolves can now sit, and players have a new "Delete Contract" option for managing Bounty Board contracts.
- Adjustments**: The Blunderbuss no longer sets enemies on fire upon impact, and the Manhunt Contract has been temporarily removed for balancing. Also a Texture change for the BountyBoardGui.
- Bug Fixes**: Resolved issues with Bounty Board log spam, C2ME crashes, Hedgehog breeding, and Trinket dependency loading.
- Status Update**: The release channel is set back to Beta while ongoing improvements are made to the Bounty Board.
[Modrinth](https://modrinth.com/mod/lets-do-wildernature)
[Curseforge](https://www.curseforge.com/minecraft/mc-mods/lets-do-wildernature)
## Fixed Issues
- [Issue #238](https://github.com/satisfyu/Let-s-Do-Hub/issues/238):** Bounty Board Contracts generating a lot of log spam
- [Issue #273](https://github.com/satisfyu/Let-s-Do-Hub/issues/273):** Crash with C2ME
- [Issue #278](https://github.com/satisfyu/Let-s-Do-Hub/issues/278):** Not possible to breed Hedgehogs
- [Issue #322](https://github.com/satisfyu/Let-s-Do-Hub/issues/322):** Trinkets not marked as dependencies
## Changed / New Features
- Added a sitting Pose for Red Wolfs
- Added a sitting Pose for Dogs
- Added a Delete Contract Button to the Bounty Board
- Blunderbuss won’t set hit enemies on Fire anymore
- Temporarily Removed the Manhunt Contract
- Slightly Changed BountyBoardGui Texture
- The release channel has been set back to Beta – the BountyBoard simply isn’t working as I would like, and it still needs several adjustments.
## Summary
- New Features**: Dogs and Red Wolves can now sit, and players have a new "Delete Contract" option for managing Bounty Board contracts.
- Adjustments**: The Blunderbuss no longer sets enemies on fire upon impact, and the Manhunt Contract has been temporarily removed for balancing. Also a Texture change for the BountyBoardGui.
- Bug Fixes**: Resolved issues with Bounty Board log spam, C2ME crashes, Hedgehog breeding, and Trinket dependency loading.
- Status Update**: The release channel is set back to Beta while ongoing improvements are made to the Bounty Board.
[Modrinth](https://modrinth.com/mod/lets-do-wildernature)
[Curseforge](https://www.curseforge.com/minecraft/mc-mods/lets-do-wildernature)
- Fixed a compatibility Issue with Tetra
- Fixed a a rare issue with the raccoon animation leading to a crash.
- Fixed a compatibility Issue with Tetra
- Fixed a a rare issue with the raccoon animation leading to a crash.
- Fixed [Issue #149](https://github.com/satisfyu/Let-s-Do-Hub/issues/149)
- Fixed [Issue #150](https://github.com/satisfyu/Let-s-Do-Hub/issues/150)
- Fixed [Issue #154](https://github.com/satisfyu/Let-s-Do-Hub/issues/154)
- Fixed [Issue #160](https://github.com/satisfyu/Let-s-Do-Hub/issues/160)
- Fixed [Issue #149](https://github.com/satisfyu/Let-s-Do-Hub/issues/149)
- Fixed [Issue #150](https://github.com/satisfyu/Let-s-Do-Hub/issues/150)
- Fixed [Issue #154](https://github.com/satisfyu/Let-s-Do-Hub/issues/154)
- Fixed [Issue #160](https://github.com/satisfyu/Let-s-Do-Hub/issues/160)
- Fixed BountyBoardRecipe
- Fixed BountyBoardRecipe
- Initial Release ---
- Initial Release ---