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Fantasy Feudalism - Ecosystems project artwork

CurseForge · Minecraft mod

Fantasy Feudalism - Ecosystems

Animal herds, coordinated predators, new pets, mechanics, and reworked monsters bring Minecraft's ecosystems to life.

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Quick answer

Which Fantasy Feudalism - Ecosystems release should I use?

Updated 3 days ago
Latest stable file fantasy_feudalism_ecosystems-0.1.29.jar
Game version 1.21.1
Loader NeoForge

Fantasy Feudalism - Ecosystems fantasy_feudalism_ecosystems-0.1.29.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Fantasy Feudalism - Ecosystems required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Fantasy Feudalism - Ecosystems fantasy_feudalism_ecosystems-0.1.29.jar need?

fantasy_feudalism_ecosystems-0.1.29.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

Fantasy Feudalism - Mercenaries Optional for Fantasy Feudalism - Ecosystems fantasy_feudalism_ecosystems-0.1.29.jar
optional
Matching file found Matched file: fantasyfeudalism-mercenaries-1.15.8.jar

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Fantasy Feudalism - Ecosystems without breaking your instance.

Built for Fantasy Feudalism - Ecosystems fantasy_feudalism_ecosystems-0.1.29.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use fantasy_feudalism_ecosystems-0.1.29.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside fantasy_feudalism_ecosystems-0.1.29.jar. It opens that exact file at the source.

About this project

What does Fantasy Feudalism - Ecosystems add?

Bring more life to Minecraft with tameable spiders, new animal behaviors, and reworked monsters.

Companions

Pets in general have been reworked. Base AI is the same, there is just more of it.

Spiders

Capture bees in bottles and use them to tame regular or cave spiders. These companions follow you, are Fast and nimble, defend you, weaken enemies, and provide renewable string and Poison potions. Spiders also gain new hunting behaviors and pouncing attacks, but cannot swim and are weak to fire.

Bats

Catch bats and rehome them in a new bat enclosure. Feed them fruit and they will reward you. Make night-time a bit more immersive above ground.

Phantoms

Although not truely tameable, Phantoms can be fed Eyes of Ender and will defend you from other mobs until dawn.

Cats

All cats are now mousers and will hunt mice that infest your crops. Sleeping next to your furry companion also now gives you the rested bonus.

A livelier world

Tamed wolves have a new hounding mechanic.

WIld wolves stalk prey and hunt in packs.

Horses can breed on their own and now actively graze.

Cows and horses form their own herds and protect their young.

Chickens flee from danger.

Foxes behave more slyly.

Baby villagers play with cats.

Frogs swim and flee from danger.

Sheep now require pastures and get cold when sheared or are in incliment weather.

Pigs now scavage and dig for food in the wild, potentially finding rare food items.

Reworked monsters

Creepers are rarer and spread moss and vegetation when they explode, damaging creatures without destroying your builds.

Skeletons shoot farther with faster projectiles and can wield bows, crossbows, or swords.

Zombies spawn in larger groups with varied strength and speed, moving twice as fast when badly wounded.

E ndermen hit harder but disengage after one successful strike against a player.

Phantoms only attack weakened players and gain extra speed when spawned on Hard.

Blazes can dash sideways during combat.

Ghasts are more rare, can spawn in groups of three, and drop more tears.

Silverfish inhabit abandoned mineshafts, prey on zombies, and flee from spiders.

Zombies and skeletons also spawn with more varied armor and possible enchantments, with equipment chances based on difficulty.

Configurable features

Togglable creeper mossy-block conversion, enderman block pickup, and blaze dashing through server settings.

Project description from CurseForge.

Pick your setup

Fantasy Feudalism - Ecosystems by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Fantasy Feudalism - Ecosystems versions and loaders

4 of 4 releases match

Looking for an older file? The official CurseForge project page is in Resources.