
Adorable Hamster Pets
3,000+ Wild Variants, Procedural Genetics, Shoulder Launching, Diamond Sniffing, Cheek Inventories, Personalities, 50+ Animations, Wander Modes, and much more!
3.6.0-1.20.1+forge
beta23 апреля 2026 г.The Procedural Genetics Update
Hamsters now utilize a fully procedural and configurable genetics engine with 3,158 new wild variants, 2,285,046 potential breeding outcomes, recessive red eyes, 13 new advancements, and a guidebook update that explains everything. Added comprehensive breeding settings to balance obsessions with server tick speed (looking at you, Janet). Also many bugs were squashed, and hamsters learned to play tag and spit out gifts from their cheeks. Make sure you update Patchouli to the latest version or your game won't launch!
→ /ahp print genetics report ↓
|
| Adorable Hamster Pets Procedural Genetics Engine
| --------------------------------------------------------------------------------
| Base Fur Palettes ................. | 45
| Base Fur Patterns ................. | x 1
| Potential Wild Overlay Types ...... | x 235 (26 Palettes x 9 Patterns + 1 blank)
| Potential Breeding Overlay Types .. | x 406 (45 Palettes x 9 Patterns + 1 blank)
| Potential Eye Color Types ......... | x 2
| Visually Distinct Wild Variants ... | = 3,231
| ↑ Filtered: Overlays must...
| - Be allowed (WHITE, LIGHT_GRAY, DARK_GRAY, CREAM) ← default: neutrals
| - Be brighter than base color
| - Be less saturated than base color
| - Not clash with the BLUE, LAVENDER color zones
| Total Possible After Breeding ..... | = 2,285,046
| Number of 3D Color Relationships .. | = 2,610,718,753,581
|
Added
- Procedural Genetics & Texture System
- Procedural Genetics Engine
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
HamsterGenomedetailing its precise genetic makeup across six distinct traits. - This was accomplished by developing a 3D Hue/Saturation/Brightness (HSB) Cartesian color space. The mod uses this to mathematically map the exact color coordinates of every hamster variant into a three-dimensional neural network, which is dynamically used to calculate genetic relationships, mutations, overlay exclusion rules, and environment-spawning rules on the fly.
- I got the idea for creating the textures programmatically like this because that's how I made the original textures in Photoshop— using various Gradient Maps applied to a single, grayscale texture. Then I realized Java code can do the same thing!
- The total number of unique hamster types that spawn in the wild is now 3,231 by default, and the number of genetically inheritable hamster permutations from breeding is now over 2.2 Million.
- Want to understand the math? Keep reading below— look for the "Advanced Spawning & Testing Commands" section. I have added all sorts of fancy commands and tools to walk you through the breeding system in a way that is (hopefully) easy to understand.
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
- Dynamic Palette Swapping
- Built an optimized, client-side dynamic texture generator. Instead of bloating your hard drive with over 2 million distinct PNG files, the mod dynamically recolors grayscale fur templates at runtime using custom genetic palette hex code data I designed based off my Photoshop workflow, then mixes them with hard-coded PNGs from the community.
- I realized the original hamster variants were just gradient maps applied to a grayscale texture in Photoshop. So, naturally, I invested an unreasonable amount of effort rebuilding Photoshop's Gradient Map tool inside Java.
- Does this save file space? Sort of, though tiny PNGs don't take up much space anyway. But it makes the system infinitely scalable. If I add just one new grayscale pattern or community-made texture in the future, the Java math will automatically multiply it across every single other variant in the game. For now, consider it an over-engineered proof of concept.
- Community Hamster Textures
- Developed a parallel pipeline that automatically scans, analyzes, and genetically categorizes static, community-made PNG textures directly from the mod's JAR file. These static textures are seamlessly integrated into the procedural breeding pool alongside my programmatic colors.
- The rendering engine can automatically composite custom community textures into overlay masks. This means hamsters can spawn with community-made palettes serving as the color for their overlay spots and splotches!
- Thanks to @jimcerberus, we have 18 brand-new base hamster variants spawning in the wild! (Including Cheesecake Mocha, Blue Fawn, Pearl Rose, Sable, and 14 more). You can see them all in-game using the new spawn commands (see below).
- Expanded Overlays
- Overlays are no longer just white.
- Wild Overlays: Naturally spawning hamsters can now have overlays in any color that is closely related to White, Cream, or Gray, with a few configurable exceptions. To keep things looking natural, the default config ensures wild overlays are always brighter & less saturated than the base coat, Cream is disallowed on a Lavender or Blue base coat, and cave-spawned hamsters can only receive Gray overlays to help them blend in.
- Breeding Overlays: A completely new secondary overlay layer, unlocked exclusively through breeding (45% chance when two first-generation wild hamsters breed). These are chosen based on the midpoint between the parents' base color in the 3D color-space coordinate system, with a bit of jitter so the baby won't always look the same when you breed two parents repeatedly, so the possibilities are nearly endless. These overlays will mathematically avoid copying the same shape/pattern as the wild overlay, to ensure they are not hidden/covered up by it.
- Procedural Genetics Engine
- Breeding & Lifecycle Mechanics
- Breeding Inheritance and Visualization Tool
- Here's how it works: When breeding two hamsters together, the color for the baby (and its overlay colors) are chosen based on a connected line between the two parents in the 3D color-space coordinate system. This means babies will tend towards the mathematical center, but occasionally one parent's color traits will strongly dominate the outcome, mimicking real-world genetics and providing visual variety within a single hamster family even if you breed the same two parents together repeatedly.
- Outcome Visualizer: You can right-click two hamsters inside the 3D variants layout (
/ahp spawn_all_bases_3D) with the Hamster Tips guidebook to visualize the genetic probability distribution for their offspring via a cloud of Wax On particles. The particle spawning logic uses the exact same probability math that is used when creating babies, so it gives you a perfectly accurate representation of potential outcomes. - Config Settings and Real-time Controls
- Genetic Variance: Adjusts how much a baby's base color can deviate from the exact center between its parents. Think of this as the "length" of the line between the parents.
- Genetic Mutation Rate: Adjusts the random color scatter/mutations applied to babies. Think of this as the "thickness" of the line.
- Simulated Offspring Per Second: Adjust the density of the 3D visualizer particle cloud. Each particle represents a potential baby.
- Real-time Controls: While holding the guidebook, you can dynamically tweak the shape of the genetic probability cloud using the arrow keys: Left/Right Arrows adjust Genetic Variance; Up/Down Arrows adjust Genetic Mutation Rate.
- Server and Client Sync: Since the particle visualizer is driven by the literal server-side breeding math, which is driven by the config for your server, and the changes you make with the arrow keys directly alter that config, the changes will take effect immediately for any future babies.
- Recessive Eye Genetics
- Hamsters now possess dominant (Black) and recessive (Red) eye genetics.
- Red eyes do not exist in the wild. They are genetically tied to the "diluteness" (brightness/saturation) of the hamster's coat. A fully dilute hamster has up to a 50% chance of spawning with a recessive red eye gene. By selectively breeding highly dilute hamsters, players can uncover carriers (
Br) and eventually breed Red-Eyed (rr) variants. Uses punnet squares.
- Baby Growth Mechanics
- You can now feed baby hamsters standard hamster food items to accelerate their growth.
- To balance this with their natural pickiness, a new config option (
Disable Baby Food Refusal) allows you to bypass their desire for dietary variety specifically for babies if you want. This is turned off by default, so to bypass their pickiness you'll need lots of Hamster Food Mix if you want to quickly grow them up. - Feeding baby hamsters visually and mechanically accelerates their growth in smooth, continuous increments, similar to vanilla horses. Their "extra big head" proportions scale dynamically as they grow.
- Breeding Limitations
- Added comprehensive config settings to manage hamster breeding for server owners who want to keep the population under control.
- Added a global
Enable Breedingtoggle (on by default) to instantly shut down all romance. - Added a configurable
Max Breeding Cycleslimit per hamster to stop them from infinitely multiplying (off by default). - Added a
Limit Breeding By Playertoggle. (also off by default). Limits can be assigned per-player based on Minecraft days or Real Life days, or simply capped as a lifetime maximum limit. Includes feedback to explain what's happening when attempting to over-feed beyond the limit. - Added a
/ahp reset_player_breeding_historycommand for server operators to reset their own breeding history. - Added a
/ahp reset_hamster_breeding_historycommand for server operators to reset a specific hamster'stimesBredquota to zero. - Added a convenient "Reset Breeding History" button in the Config screen that executes the command for the user (requires OP permissions).
- Configurable Litter Size
- Added to config sliders allowing you to set the minimum and maximum litter size when hamsters get into hanky-panky. The final size of the litter will be a random number between the min and max.
- Breeder Whitelist
- Added a config list allowing specific players to bypass the global breeding ban. In case your server needs a designated rodent baron.
- Post-Breeding Animation
- Hamsters will now crouch down and lovingly inspect their baby(s) after the litter is born, spawn heart particles, and make affectionate sounds shortly after successfully contributing to your growing population problem.
- Wild Baby Configuration
- Added
Babies Spawn Wildsetting. When enabled, babies are born feral and do not inherit their parent's ownership status, letting multiplayer groups decide who claims them. - When untamed, babies no longer flee from players, making them easier to manage.
- Added
- Parent-Following
- Babies will now randomly select a parent to follow until adulthood, instead of following their owner.
- Wild baby hamsters will switch to following the player if their parent is currently mounted on the player's shoulder. They will automatically resume following the parent once it is dismounted.
- If you want the baby to follow you instead, you must first tame it, then you can break its connection to the parent by right-clicking it with a Lure Item (Cheese by default).
- Added a config toggle to disable the action bar message that warns you when a newly tamed baby hamster refuses to follow you because it's still attached to its parent.
- Age Tracking
- Hamsters now track their absolute lifetime age in ticks.
- Wild hamsters spawn with a random age between 1 and 30 days.
- Added
/ahp set_agecommand to manually override a hamster's age (since older hamsters will start at 0 days old upon updating to this version of the mod). It accepts units (days,months,years) and provides autocomplete suggestions. - If you do not specify a target, it will automatically apply to the hamster you are currently looking at.
- The Jade HUD overlay displays the hamster's age alongside its genetic data.
- Added a new
Display IRL Ageconfig setting that dictates how fast the hamster ages. If true, their age progresses at 1/72nd the normal speed (matching the real-world 24-hour cycle).
- Breeding Inheritance and Visualization Tool
- Performance Improvements
- Significant Overall Improvements
- Flattened the entire visual render layer stack (base coat, wild overlays, breeding overlays, skin, eyes, armor, and accessories) into a single, dynamically composited texture at runtime.
- This completely eliminates all secondary
GeoRenderLayerpasses. Every hamster, regardless of its complex genetics or equipped items, now costs exactly one draw call to render (previously it was anywhere from 2 to 8!), resulting in a massive performance boost. Especially noticeable when numerous hamsters are on screen at the same time.
- Bare-Bones Ultra Performance Mode
- Added a new
Performance Modetoggle in the config (and an assignable keybind) designed specifically for viewing absurd numbers of hamsters simultaneously without melting your GPU. - When enabled, it bypasses the dynamic texture engine entirely (falling back to a single flat texture) and hides almost all the model's geometry.
- The hamsters essentially become grayscale cubes, stripping away nearly all matrix-calculation overhead.
- The Jade HUD overlay will still display their exact genetic information, because the server never forgets what they are actually supposed to look like.
- Added a new
- Significant Overall Improvements
- New Config Settings
- Wild Overlay Configurability
- Added new
Allowed Wild Overlay Zoneslist to theWorld Gen & Lootconfig. This allows server owners/modpack makers to explicitly control which color zones the genetics engine is allowed to use when picking an overlay for a naturally spawning hamster. Defaults to natural colors (WHITE,LIGHT_GRAY,DARK_GRAY, andCREAM). - Added new
Restricted Base ColorsandClashing Overlay Colorslists. By default, these preventCREAMandDARK_GRAYwild overlays from spawning on top ofBLUEandLAVENDERbase coats, as these color combinations tend to look a bit strange visually. - Added new
Enforce Brighter OverlaysandEnforce Muted Overlaystoggles. Allows players to disable the overlay filtering that prevents saturated colors (like Cream) from spawning on muted bases (like Black) and darker colors from being used as overlays on top of lighter bases. - Modifying the overlay settings can dramatically change the number of possible combinations for wild hamsters (3,231 by default).
- Added new
- Red Eye Config Toggle
- Don't like the red eye hamsters? You can visually disable that for your own client via a new config toggle, which makes them appear to have black eyes.
- Friendly Fire Config Toggle
- Added
Prevent Owner Friendly Fireto the Core config toggles. - When enabled, players can no longer accidentally damage their own tamed hamsters. Disabled by default to remain vanilla-friendly.
- In the next update (hopefully), this setting will be tied to a new item: the Acorn Ring. I also plan to integrate with the Trinkets mod so you can use a trinket slot for it.
- Added
- Configurable Cuisine
- You can now configure the nutrition and saturation values for all food items added by the mod (Cucumbers, Green Beans, Food Mix).
- Changed nutrition/saturation values are dynamically reflected in AppleSkin's "on-eat" HUD preview. *Unfortunately due to major API changes between MC versions, this only works on 1.21.1.
- Max Mounted Hamsters Config
- Added a configuration slider under 'Shoulder Hamster Settings > Core Settings' allowing players to limit the maximum number of hamsters that can be mounted simultaneously (1 to 3).
- Wild Overlay Configurability
- Gameplay Mechanics & Interactions
- Tag Mini-Game
- Hamsters can now initiate a playful game of tag. If you maintain eye contact with a hamster for a few seconds, it will squeak and excitedly run away.
- The Chase: The hamster will flee if you get too close and stop to playfully taunt you if you fall too far behind.
- Payoff: Successfully "catching" (right-clicking) the hamster before it gets bored ends the game triggers a celebration. The hamster will then spit out a random item from its cheek pouches as a gift (pulling from the configurable cheek pouch loot lists).
- Stranger Danger: By default, you can play tag with wild hamsters and hamsters owned by other players. (Can be disabled in config).
- Configurable Limits and Rewards
- Added configs to control how often they want to play, the cooldown between games, and an anti-abuse cap on how many times a single player can play the game per in-game day (so they can't farm rewards).
- Added configs to control rewards: By default, hamsters will randomly pick an item from their configurable "Cheek Pouch Loot" list (the list of potential items a wild hamster might spawn with). The item does not have to be in the hamster's cheek pouch for it to give it as a gift.
- That can be disabled, in which case the hamster will choose the gift from a separate "Custom Tag Rewards" list in the config, which means you can make your hamster give you a diamond or any modded item (or whatever you want) when you catch it after a game of tag. Only server moderators can modify this of course.
- Dynamic Gaze
- Hamsters will now sustain eye contact with you indefinitely, provided you are nearby and continue looking back at them, and of course as long as they don't start a game of tag.
- Hamster Yeet Overhaul
- Thrown hamsters are now officially registered as
ProjectileEntityinstances while airborne. This provides automatic, out-of-the-box compatibility with external mods that use targets or hoops (such as the Tin Hoops in Caverns and Chasms). - Thrown hamsters now experience dynamic physics upon impact. They will ricochet backward off of walls and entities, or skip forward when hitting floors and ceilings.
- Thrown hamsters now dynamically query and broadcast the native sound of the block or entity they strike (including modded blocks/entities).
- Impact physics are magnified when hitting Slime blocks, and completely absorbed by Honey blocks.
- Added a new config toggle (true by default) allowing thrown hamsters to damage their owner. Throwing your own rodent straight up in the air will now result in a realistic, concussive reunion on the way back down.
- Thrown hamsters are now officially registered as
- Precision Tree Heists
- Right-clicking Oak Leaves with a lure item (Cheese) while a hamster is on your shoulder will now initiate a "Precision Tree Heist."
- This sets that specific leaf block as the guaranteed exit point for the hamster.
- While a precision heist is active, right-clicking in the air with the lure item will set the hamster's exit direction to match the direction you are currently looking.
- Why? This allows you to precisely control the exact block and angle by which your hamster will exit the tree, which makes for much more predictable recording sessions.
- Moonwalking Easter Egg
- Name your hamster "Michael Jackson" or "Steve Irwin" and it will rotate backwards and remain that way until you change the name again.
- Expanded Default Diet
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
#c:seedsand#forge:seedsto ensure compatibility across all versions and mod loaders.
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
- Tag Mini-Game
- Failsafes & Rescues
- Teleport Rescue Protocol
- Overhauled how hamsters follow you across vast distances or dimensions (e.g., when using Waystones).
- Instead of relying on their tiny legs and pathfinding AI to catch up, your player code will now safely scoop up any actively following hamsters (and their babies if the babies are following them), hold them in a little NBT pocket while the world loads, and drop them at your new location 0.75 seconds later.
- Void Rescue Protocol
- If a player falls into the void and dies with hamsters on their shoulders, the hamsters will no longer spawn in the void and immediately perish. The system will safely teleport them back to their linked bed. If they do not have a linked bed, they will be sent to the player's personal respawn point or the world spawn.
- Teleport Rescue Protocol
- UI, HUD, & Audio
- Jade Integration
- Added comprehensive Jade overlay integration that reveals a hamster's exact genetic makeup (base coat, wild overlay, breeding overlay, eye genotype, etc.) when you look at them.
- Enabled without needing to turn on debug mode to help with breeding.
- Fully customizable. Each setting comes with its own toggle, and you can decide which ones show up when you sneak to keep the Jade HUD de-cluttered.
- GUI Renaming System
- Players can now rename their hamsters directly from the Hamster Inventory screen.
- Features dynamic down-scaling to ensure long names always fit perfectly within the UI constraints.
- An interactive pencil icon and underline display when hovering/typing.
- New Config Options (
UI & Quality of Life > Hamster Renaming)Enable GUI Renaming: Master toggle for the feature.Consume Name Tag: Forces players to sacrifice a Name Tag from their inventory (or the hamster's cheeks) to finalize the rename.Pencil Icon Placement: Allows swapping the icon to the left or right of the text for those who read in different directions.
- New Audio & Visuals
- Added a brand new
anim_hamster_cheek_unloadanimation used for gifting items, complete with item and spit particle effects. - Added 4 new scratching sound variations for the cleaning animation, and switched to keyframes for the SFX to make it less repetitive and more realistic. This also has the side effect of muting the sound effect if the hamster is not on screen, and thus not being rendered. This means you will no longer hear nearby hamsters cleaning unless you can also see them.
- Added dynamic item sounds (clink, squish, thud, etc.) to the new gifting sequence.
- Added a brand new
- Jade Integration
- Commands & Admin Tools
- Advanced Spawning & Testing Commands
- Added
/ahp spawn hamster <basePalette> <wildPattern> <wildPalette> <breedPattern> <breedPalette> <eyes>. This command features a custom Brigadier auto-complete engine that suggests exact, human-readable palette and pattern names as you type, allowing you to easily test specific genetic combinations. - Added
/ahp spawn_all_bases_2D. Systematically lines up every single hamster color base in the game (including custom community additions), sorted cleanly into rows by their dynamically determined, mathematical color zone. - Added
/ahp spawn_all_bases_3D. Spawns the hamsters hovering in a physical 3D "cylinder" representing their Hue/Saturation/Brightness coordinates. This is useful for the Breeding Inheritance and Visualization Tool (see below).- Hue = the degree of the circle (0-360)
- Saturation = the radius of the circle (more saturated colors are closer to the edge)
- Brightness = the height of the cylinder (brighter hamsters are closer to the top)
- By default, each
/ahp spawn_all_bases...command spawns just the 45 base colors, but each one comes with 3 optional arguments to change the number of hamsters spawned:
[with_wild_overlays]Displays all 3,231 hamster variants that can spawn naturally in the wild.[with_sample_breeding_overlays]Displays genetic combinations of every wild hamster but adds in a small sample of three breeding overlays (Tortoise Shell, Silver, and Rust). Due to the triple-multiplication math involved, this heavily increases the total number of hamsters spawned (from 3,231 up to 9,693) creating a much bigger display.[author]only uses color palletes from a certain author (e.g.,jimcerberusordefault).
- Added
/ahp spawn_all_possible_permutations_THIS_CAN_BREAK_YOUR_WORLD. Exactly what it sounds like. Don't run it unless you have a super-flat world, a fire extinguisher for your PC, and a lot of patience. Note that every time I have run this command, my server tick speed never quite returned to baseline— even after deleting all the hamsters that were spawned using/kill @e[type=!player]. - Added
/ahp print_genetics_reportcommand, allowing server operators to recalculate and view the current 3D color-space math of the genetics engine at runtime. Useful because it dynamically updates its readout based on your exactAhpWorldGenConfigwild overlay settings, so you can see how your changes are affecting the total possible variant numbers without having to spawn them all.
- Added
- Tree Heist History Command
- Added
/ahp reset_tree_economyfor quick clearing of tree depletion memory without needing to open the config screen.
- Added
- Advanced Spawning & Testing Commands
- Advancements
- Advancement: Carat Confusion
- Triggers when a hamster leads you to Gold Ore instead of Diamond.
- Advancement: Load-Bearing Human
- Triggers when you mount 3 hamsters simultaneously (Right, Left, Head).
- Genetic Progression Advancements
- Added "The Collector" advancement path tracking unique wild variants tamed (up to dynamic maximum based on configuration limits).
- Added "The Breeder" advancement path tracking unique bred combinations (up to 1,000,000).
- Added a conditional advancement "Seeing Red" for successfully breeding the recessive eye trait. Does not trigger if red eyes have been turned off in the config.
- Implemented high-performance, non-bloating NBT storage using IntArrays to track thousands of
HamsterGenomehashes without lagging the player entity.
- Advancement: Carat Confusion
- Guidebook Enhancements
- Guidebook Delivery Fallback
- Added a new configuration option that acts as a fallback for modpacks that disable auto-guidebook delivery on login.
- If enabled (default), players will automatically be given the Hamster Tips guidebook and receive a chat prompt the very first time they spot a wild hamster from <=10 blocks away.
- Targeting calculation includes wiggle room to ensure the event triggers even if the player's crosshair isn't perfectly on the hamster's hit box.
- Only triggers once, and only if the player has never yet received the guidebook (regardless of current inventory status).
- Lectern Reading
- Added code for placing the Hamster Tips guide book into a lectern and an event handler so you can read it. You can now display your rodent knowledge in your base or wherever.
- Hamster Tips Guidebook Improvements
- The Hamster Tips guidebook now uses a custom string processor to pull live data directly into the text, so I can do things like automatically displaying the exact number of mathematically possible wild variants or the name of your dynamically configured Lure Item instead of hardcoding "Cheese".
- Updated the "Regional Rodents" entry to explain the new biome-adaptive color logic, Wild Overlays and Jade integration.
- Added a new "Breeding" entry in The Hamster Life chapter detailing the genetic mechanics, recessive red eyes, and feral youth mechanics.
- Added a new "Admin Commands" entry in The Kitchen Drawer chapter detailing the various new (and old) commands the mod has to offer since some of them (especially the new ones) are super useful.
- Guidebook Delivery Fallback
- Pixie-Dust Crown for Supporters
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Pixie Dustparticle system featuring a dense, short-lived, shimmering effect. - Emits a subtle sparkling sound and includes 5 different themes (Gold, Crimson, Lavender, Ice, Emerald) by manipulating the HSB color values of a single grayscale texture at runtime.
- Automatically hides in first-person view to prevent visual obstruction.
- Powered by a remote manager that pulls configuration data asynchronously from GitHub and caches it for offline use. You will need to briefly connect to the Internet while launching Minecraft at least once to verify your ownership of the Crown. After that you can play offline and still see it!
- Configurable Aesthetics
- Added a new
Supporter Perksconfig group. - Added a global toggle to disable rendering of all crowns if you hate fun.
- Added a global toggle to disable sound effects of all crowns.
- Added a local toggle to allow rendering your own crown in first-person mode if you want to both obstruct your view and thrill yourself.
- Added sliders for sound volume, particle count, crown radius, crown height, crown thickness, and vertical offset.
- Added a new "Toggle Supporter Crown" keybind allowing users to show/hide their own crown from both themselves and the rest of the server. A single press cycles the crown to the next available color theme, while a double-tap toggles the crown's visibility.
- Supporters can pick their own crown color. Your preference syncs instantly to all other players looking at you utilizing
DataTrackernetworking.
- Added a new
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Changed
- Location-Centric Spawning Overhaul
- Completely rewrote the world generation spawning logic. Instead of mapping individual hamster colors to biomes, biomes are now grouped into 9 "Spawning Environments" (e.g., Icy, Sandy, Forest, etc.)
- Each environment rolls against weighted hamster color groups. This ensures that whether a texture is procedurally generated or community-made, it mathematically evaluates its own color and automatically spawns in a biologically appropriate location.
- Diamond Sniffing Visuals & Audio
- Added directional animations to indicate whether a buried diamond ore is above or below the hamster when it's sniffing for one and the path is obstructed.
- Added a dynamic "quick bounce" animation that intermittently triggers when the diamond ore is hidden somewhere above the hamster.
- Added a new head-shake sound effect that plays when the hamster is sniffing for ore and gets confused.
- Sweet Potato Easter Egg
- The "Sweet Potato" Easter egg now applies a unique custom texture to the hamster, thanks to @jimcerberus!
- Renaming a hamster "Sweet Potato" hides its normal genetics (base coat, overlays, and eye color) without permanently deleting them.
- Sweet Potato hamsters can still breed, and their offspring will genetically inherit traits mathematically blended from the sweet potato's unique color palette, but they do not spawn in the wild.
- Jade HUD Config Settings
- Added a new "Jade Overlay Settings" section to the config under "UI & Quality of Life".
- Displays complex genetic info (Age, Base Coat, Wild Overlay, Breeding Overlay, Eye Color) by default.
- Added a "Require Sneaking" toggle (disabled by default) allowing you to hide the genetic overlay unless you are actively sneaking.
- Added individual toggles for every piece of my custom genetic info shown in the Jade overlay.
- Added additional toggles for selectively disabling default Jade info lines (Name, Health, Growth Time, Owner, Inventory) specifically for hamsters without impacting other entities, and a toggle to link their visibility to the player's sneaking state, allowing you to completely customize the HUD to your liking.
- Built a smart-formatting engine so that community texture IDs are automatically converted into localized, human-readable titles on the HUD (e.g.,
cheesecake_mocha.png-> "Cheesecake Mocha").
- Statue Performance & AI Toggling
- Hamsters spawned with their AI disabled will now completely freeze their animation playback and no longer emit ambient idle squeaks. This attempts to reduce client-side rendering lag when hundreds of thousands of hamsters are on screen for testing, but Java itself struggles with that many cubes on screen, so it's still laggy if you try to look at 2 million+ hamsters simultaneously.
- You can now tame an AI-disabled hamster, which will instantly "wake it up" and turn it into a real, fully functional hamster.
- Added an
Allow Taming to Re-Enable AItoggle to the config in case you're a server owner who wants to sell specific hamster breeds in a shop. If you have OP permissions on your server, you can turn this off to prevent players from taming and "waking up" frozen hamsters, allowing them to be used as shop displays or decorative statues.
- Mod Page/README
- The README was functioning as a marketing poster, a technical manual, a credits roll, and a tutorial. That is too many jobs for one file.
- It was getting too large, so I have reorganized it, reworded it, and split a few things off into other easily accessible files, so the README only has one job now.
- Mount Priority
- Changed default config value to
HEAD_FIRST.
- Changed default config value to
- Action Bar Config Toggles
- Grouped all action bar message toggles (Shoulder Dismount, Tree Heist Start, Bed Break, Tamed Baby Warning, and Display Duration) into a new "Action Bar Messages" sub-category under "UI & Quality of Life" for easier access.
- Guidebook
- Updated Hamster Bed entry to explicitly mention the Totem of Undying requirement for respawning.
- Guidebook Effects
- If you obtain the Hamster Tips guidebook while viewing a chest or crafting screen, the "rediscovered" visual and audio effects will now be postponed until you close the screen, ensuring the effects do not play while you're looking at your inventory.
- If you keep the screen open for longer than 5 seconds after obtaining the book, the effects are silently cancelled.
- Cucumber Rebalance
- Sliced Cucumbers are no longer inexplicably nutritious. Their default food value has been dropped from 2 hearts to 0.5 hearts to match items like Dried Kelp.
- Hamster Hitbox Adjustment
- Shrunk the physical hitbox of hamsters by 15% to more accurately match their actual visual model size.
- Note: Because the bounding box is now smaller, you will need to aim slightly more accurately when trying to interact with a hamster.
- Patchouli Version
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
1.21.1-93. - You must update Patchouli to the latest version or the game will not launch.
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
- Shoulder Animation Configs
- Replaced the single
Forced Animation Statesetting with three distinct settings. You can now independently force the Head, Left Shoulder, and Right Shoulder hamsters into specific animation loops (when dynamic animations are disabled).
- Replaced the single
- Tree Heist Exits
- Hamsters will now perform a small outward jump, launching themselves away from the tree upon successfully completing a Tree Heist.
- Breeding Cooldown Config
- The config setting for breeding cooldown has been changed from Ticks to Seconds to make it significantly easier to manage with the slider.
Fixed
- Config Live Changes
- Fixed an issue where changing settings in the
World Gen & Lootconfig (such as wild bush or hamster spawning settings) required a full game restart to take effect. Saving changes to any config now recalibrates the mod's logic caches on both the client and the server.
- Fixed an issue where changing settings in the
- Visual Rotation Glitch
- Attempted to fix an issue where using teleportation mods (like Waystones) or interrupting animations could cause the hamster's model to become permanently rotated backwards or upside down on the client side.
- I can't be 100% certain about this fix yet, because no one has been able to figure out exactly what causes it and I can't re-create it myself, so let me know if you run into it.
- Hamster Stretching with Shaders
- Fixed a visual bug where hamsters would stretch to extreme sizes during multiplayer server lag or when pausing the game.
- Dismount Bug
- Fixed an issue where holding down the Sneak key for more than a second would cause the OS's auto-key-repeat feature to spam the game with inputs, dismounting all of your shoulder hamsters rapidly.
- You can now safely hold Sneak without losing your friends.
- This bug has existed ever since the double-tap setting was added, but I hadn't found it because I usually play with Sneak set to "Toggle" (which means I have no reason to hold it down for extended periods).
- Memory Optimization
- Implemented pre-caching for texture identifiers and simplified rotation math in the render loop to eliminate extra memory objects being generated every frame.
- Spanish Localization
- Some strings in the Hamster Tips guidebook were still outdated (i.e., the Accessories and Sunflower pages).
- Malformed Recipe
- The
sliced_cucumber_from_cutting_board.jsonrecipe for compatibility with Farmers Delight failed to load on 1.20.1 due to a typo.
- The
- Acorn Inflation
- Fixed a decimal point error where Oak Leaves dropped Acorns at a 5% rate instead of the intended 0.5% (now it correctly matches vanilla Apple rarity).
- Guidebook Effects
- Fixed an issue where moving the Hamster Tips guidebook around in your own inventory would sometimes re-trigger the "rediscovered" sound and particle effects.
- Added a 30-second grace period to the guidebook tracking system. Prevents the effects from spamming if you move it between inventories, or drop it and pick it back up.
- Pink Petals Bug (1.20.1 only)
- Fixed an issue where Pink Petals would visually apply to all three locations simultaneously when first equipping them or reloading a world.
- Hamster Bed Linking
- Reduced the maximum stack size of Hamster Beds to 1. Not only does this feel like the way it always should have been, it resolves an issue where holding a stack of beds and right-clicking a hamster would link the entire stack simultaneously.
- Invisible Hamster Glitches
- Solved a vanilla Minecraft issue where hamsters (and other pets) get left behind in unloaded chunks because their AI stops ticking before they can teleport.
- Fixed a related bug where teleporting hamsters would sometimes successfully arrive but remain completely invisible to the client until you relogged. The new Teleport Rescue Protocol bypasses these vanilla quirks entirely.
- Overhauled shoulder-hamster data synchronization to prevent them from becoming invisible upon player respawn if they were configured to respawn with the player when the player fell into the void.
- Ghost Bed Crash
- Fixed a server crash that occurred when a hamster's linked bed was destroyed while the hamster was sleeping or unloaded. Hamsters will now detect the missing bed, cancel their sleep effects, and unlink themselves to prevent future issues.
- Bed State
- Fixed an issue where chunk load order could occasionally cause a sleeping hamster's bed to visually revert to an "unoccupied" state across server restarts.
- Shoulder Hamster Physics
- Capped the maximum vertical offset in the shoulder hamster physics simulation. This prevents hamsters from visually floating too far off the player's shoulders during long, extreme falls.
- This was mostly an issue with resource packs that add cool player animations to the arms. The shoulder hamsters are locked to the arms of the player, so when the arms go out to the sides during a fall, the shoulder hamsters would cross over the midpoint of the head. This doesn't fix the issue 100% (I'm not sure if that's even possible with pretty player animations) but makes it a bit less obvious.
- Shoulder Cleaning Loop
- Fixed a bug where a hamster mounted to the player's shoulder mid-cleaning would get permanently stuck in the cleaning animation when it was supposed to be sitting while on the shoulder.
- Jade Debug Overlay
- Fixed an issue where the Jade debug toggle book-interaction failed to update the client config on dedicated servers.
- Non-Dynamic Taming Food
- Fixed a bug where wild hamsters would still flee from players attempting to tame them using anything other than Sliced Cucumber. Now correctly uses the configurable "Taming Foods" from the config.
- Suicidal Hamsters
- Hamsters will no longer choose to run through lava or fire when cornered and fleeing from a player. They will now properly recognize these hazards as completely impassable terrain.
- Immersive Engineering Compatibility
- Fixed a data formatting error in the Garden Cloche recipes for cucumbers and green beans that caused the game to crash upon world creation or loading. (Thanks to @CasualAnimalEnjoyer for the fix!)
3.6.0-1.20.1+fabric
beta23 апреля 2026 г.The Procedural Genetics Update
Hamsters now utilize a fully procedural and configurable genetics engine with 3,158 new wild variants, 2,285,046 potential breeding outcomes, recessive red eyes, 13 new advancements, and a guidebook update that explains everything. Added comprehensive breeding settings to balance obsessions with server tick speed (looking at you, Janet). Also many bugs were squashed, and hamsters learned to play tag and spit out gifts from their cheeks. Make sure you update Patchouli to the latest version or your game won't launch!
→ /ahp print genetics report ↓
|
| Adorable Hamster Pets Procedural Genetics Engine
| --------------------------------------------------------------------------------
| Base Fur Palettes ................. | 45
| Base Fur Patterns ................. | x 1
| Potential Wild Overlay Types ...... | x 235 (26 Palettes x 9 Patterns + 1 blank)
| Potential Breeding Overlay Types .. | x 406 (45 Palettes x 9 Patterns + 1 blank)
| Potential Eye Color Types ......... | x 2
| Visually Distinct Wild Variants ... | = 3,231
| ↑ Filtered: Overlays must...
| - Be allowed (WHITE, LIGHT_GRAY, DARK_GRAY, CREAM) ← default: neutrals
| - Be brighter than base color
| - Be less saturated than base color
| - Not clash with the BLUE, LAVENDER color zones
| Total Possible After Breeding ..... | = 2,285,046
| Number of 3D Color Relationships .. | = 2,610,718,753,581
|
Added
- Procedural Genetics & Texture System
- Procedural Genetics Engine
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
HamsterGenomedetailing its precise genetic makeup across six distinct traits. - This was accomplished by developing a 3D Hue/Saturation/Brightness (HSB) Cartesian color space. The mod uses this to mathematically map the exact color coordinates of every hamster variant into a three-dimensional neural network, which is dynamically used to calculate genetic relationships, mutations, overlay exclusion rules, and environment-spawning rules on the fly.
- I got the idea for creating the textures programmatically like this because that's how I made the original textures in Photoshop— using various Gradient Maps applied to a single, grayscale texture. Then I realized Java code can do the same thing!
- The total number of unique hamster types that spawn in the wild is now 3,231 by default, and the number of genetically inheritable hamster permutations from breeding is now over 2.2 Million.
- Want to understand the math? Keep reading below— look for the "Advanced Spawning & Testing Commands" section. I have added all sorts of fancy commands and tools to walk you through the breeding system in a way that is (hopefully) easy to understand.
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
- Dynamic Palette Swapping
- Built an optimized, client-side dynamic texture generator. Instead of bloating your hard drive with over 2 million distinct PNG files, the mod dynamically recolors grayscale fur templates at runtime using custom genetic palette hex code data I designed based off my Photoshop workflow, then mixes them with hard-coded PNGs from the community.
- I realized the original hamster variants were just gradient maps applied to a grayscale texture in Photoshop. So, naturally, I invested an unreasonable amount of effort rebuilding Photoshop's Gradient Map tool inside Java.
- Does this save file space? Sort of, though tiny PNGs don't take up much space anyway. But it makes the system infinitely scalable. If I add just one new grayscale pattern or community-made texture in the future, the Java math will automatically multiply it across every single other variant in the game. For now, consider it an over-engineered proof of concept.
- Community Hamster Textures
- Developed a parallel pipeline that automatically scans, analyzes, and genetically categorizes static, community-made PNG textures directly from the mod's JAR file. These static textures are seamlessly integrated into the procedural breeding pool alongside my programmatic colors.
- The rendering engine can automatically composite custom community textures into overlay masks. This means hamsters can spawn with community-made palettes serving as the color for their overlay spots and splotches!
- Thanks to @jimcerberus, we have 18 brand-new base hamster variants spawning in the wild! (Including Cheesecake Mocha, Blue Fawn, Pearl Rose, Sable, and 14 more). You can see them all in-game using the new spawn commands (see below).
- Expanded Overlays
- Overlays are no longer just white.
- Wild Overlays: Naturally spawning hamsters can now have overlays in any color that is closely related to White, Cream, or Gray, with a few configurable exceptions. To keep things looking natural, the default config ensures wild overlays are always brighter & less saturated than the base coat, Cream is disallowed on a Lavender or Blue base coat, and cave-spawned hamsters can only receive Gray overlays to help them blend in.
- Breeding Overlays: A completely new secondary overlay layer, unlocked exclusively through breeding (45% chance when two first-generation wild hamsters breed). These are chosen based on the midpoint between the parents' base color in the 3D color-space coordinate system, with a bit of jitter so the baby won't always look the same when you breed two parents repeatedly, so the possibilities are nearly endless. These overlays will mathematically avoid copying the same shape/pattern as the wild overlay, to ensure they are not hidden/covered up by it.
- Procedural Genetics Engine
- Breeding & Lifecycle Mechanics
- Breeding Inheritance and Visualization Tool
- Here's how it works: When breeding two hamsters together, the color for the baby (and its overlay colors) are chosen based on a connected line between the two parents in the 3D color-space coordinate system. This means babies will tend towards the mathematical center, but occasionally one parent's color traits will strongly dominate the outcome, mimicking real-world genetics and providing visual variety within a single hamster family even if you breed the same two parents together repeatedly.
- Outcome Visualizer: You can right-click two hamsters inside the 3D variants layout (
/ahp spawn_all_bases_3D) with the Hamster Tips guidebook to visualize the genetic probability distribution for their offspring via a cloud of Wax On particles. The particle spawning logic uses the exact same probability math that is used when creating babies, so it gives you a perfectly accurate representation of potential outcomes. - Config Settings and Real-time Controls
- Genetic Variance: Adjusts how much a baby's base color can deviate from the exact center between its parents. Think of this as the "length" of the line between the parents.
- Genetic Mutation Rate: Adjusts the random color scatter/mutations applied to babies. Think of this as the "thickness" of the line.
- Simulated Offspring Per Second: Adjust the density of the 3D visualizer particle cloud. Each particle represents a potential baby.
- Real-time Controls: While holding the guidebook, you can dynamically tweak the shape of the genetic probability cloud using the arrow keys: Left/Right Arrows adjust Genetic Variance; Up/Down Arrows adjust Genetic Mutation Rate.
- Server and Client Sync: Since the particle visualizer is driven by the literal server-side breeding math, which is driven by the config for your server, and the changes you make with the arrow keys directly alter that config, the changes will take effect immediately for any future babies.
- Recessive Eye Genetics
- Hamsters now possess dominant (Black) and recessive (Red) eye genetics.
- Red eyes do not exist in the wild. They are genetically tied to the "diluteness" (brightness/saturation) of the hamster's coat. A fully dilute hamster has up to a 50% chance of spawning with a recessive red eye gene. By selectively breeding highly dilute hamsters, players can uncover carriers (
Br) and eventually breed Red-Eyed (rr) variants. Uses punnet squares.
- Baby Growth Mechanics
- You can now feed baby hamsters standard hamster food items to accelerate their growth.
- To balance this with their natural pickiness, a new config option (
Disable Baby Food Refusal) allows you to bypass their desire for dietary variety specifically for babies if you want. This is turned off by default, so to bypass their pickiness you'll need lots of Hamster Food Mix if you want to quickly grow them up. - Feeding baby hamsters visually and mechanically accelerates their growth in smooth, continuous increments, similar to vanilla horses. Their "extra big head" proportions scale dynamically as they grow.
- Breeding Limitations
- Added comprehensive config settings to manage hamster breeding for server owners who want to keep the population under control.
- Added a global
Enable Breedingtoggle (on by default) to instantly shut down all romance. - Added a configurable
Max Breeding Cycleslimit per hamster to stop them from infinitely multiplying (off by default). - Added a
Limit Breeding By Playertoggle. (also off by default). Limits can be assigned per-player based on Minecraft days or Real Life days, or simply capped as a lifetime maximum limit. Includes feedback to explain what's happening when attempting to over-feed beyond the limit. - Added a
/ahp reset_player_breeding_historycommand for server operators to reset their own breeding history. - Added a
/ahp reset_hamster_breeding_historycommand for server operators to reset a specific hamster'stimesBredquota to zero. - Added a convenient "Reset Breeding History" button in the Config screen that executes the command for the user (requires OP permissions).
- Configurable Litter Size
- Added to config sliders allowing you to set the minimum and maximum litter size when hamsters get into hanky-panky. The final size of the litter will be a random number between the min and max.
- Breeder Whitelist
- Added a config list allowing specific players to bypass the global breeding ban. In case your server needs a designated rodent baron.
- Post-Breeding Animation
- Hamsters will now crouch down and lovingly inspect their baby(s) after the litter is born, spawn heart particles, and make affectionate sounds shortly after successfully contributing to your growing population problem.
- Wild Baby Configuration
- Added
Babies Spawn Wildsetting. When enabled, babies are born feral and do not inherit their parent's ownership status, letting multiplayer groups decide who claims them. - When untamed, babies no longer flee from players, making them easier to manage.
- Added
- Parent-Following
- Babies will now randomly select a parent to follow until adulthood, instead of following their owner.
- Wild baby hamsters will switch to following the player if their parent is currently mounted on the player's shoulder. They will automatically resume following the parent once it is dismounted.
- If you want the baby to follow you instead, you must first tame it, then you can break its connection to the parent by right-clicking it with a Lure Item (Cheese by default).
- Added a config toggle to disable the action bar message that warns you when a newly tamed baby hamster refuses to follow you because it's still attached to its parent.
- Age Tracking
- Hamsters now track their absolute lifetime age in ticks.
- Wild hamsters spawn with a random age between 1 and 30 days.
- Added
/ahp set_agecommand to manually override a hamster's age (since older hamsters will start at 0 days old upon updating to this version of the mod). It accepts units (days,months,years) and provides autocomplete suggestions. - If you do not specify a target, it will automatically apply to the hamster you are currently looking at.
- The Jade HUD overlay displays the hamster's age alongside its genetic data.
- Added a new
Display IRL Ageconfig setting that dictates how fast the hamster ages. If true, their age progresses at 1/72nd the normal speed (matching the real-world 24-hour cycle).
- Breeding Inheritance and Visualization Tool
- Performance Improvements
- Significant Overall Improvements
- Flattened the entire visual render layer stack (base coat, wild overlays, breeding overlays, skin, eyes, armor, and accessories) into a single, dynamically composited texture at runtime.
- This completely eliminates all secondary
GeoRenderLayerpasses. Every hamster, regardless of its complex genetics or equipped items, now costs exactly one draw call to render (previously it was anywhere from 2 to 8!), resulting in a massive performance boost. Especially noticeable when numerous hamsters are on screen at the same time.
- Bare-Bones Ultra Performance Mode
- Added a new
Performance Modetoggle in the config (and an assignable keybind) designed specifically for viewing absurd numbers of hamsters simultaneously without melting your GPU. - When enabled, it bypasses the dynamic texture engine entirely (falling back to a single flat texture) and hides almost all the model's geometry.
- The hamsters essentially become grayscale cubes, stripping away nearly all matrix-calculation overhead.
- The Jade HUD overlay will still display their exact genetic information, because the server never forgets what they are actually supposed to look like.
- Added a new
- Significant Overall Improvements
- New Config Settings
- Wild Overlay Configurability
- Added new
Allowed Wild Overlay Zoneslist to theWorld Gen & Lootconfig. This allows server owners/modpack makers to explicitly control which color zones the genetics engine is allowed to use when picking an overlay for a naturally spawning hamster. Defaults to natural colors (WHITE,LIGHT_GRAY,DARK_GRAY, andCREAM). - Added new
Restricted Base ColorsandClashing Overlay Colorslists. By default, these preventCREAMandDARK_GRAYwild overlays from spawning on top ofBLUEandLAVENDERbase coats, as these color combinations tend to look a bit strange visually. - Added new
Enforce Brighter OverlaysandEnforce Muted Overlaystoggles. Allows players to disable the overlay filtering that prevents saturated colors (like Cream) from spawning on muted bases (like Black) and darker colors from being used as overlays on top of lighter bases. - Modifying the overlay settings can dramatically change the number of possible combinations for wild hamsters (3,231 by default).
- Added new
- Red Eye Config Toggle
- Don't like the red eye hamsters? You can visually disable that for your own client via a new config toggle, which makes them appear to have black eyes.
- Friendly Fire Config Toggle
- Added
Prevent Owner Friendly Fireto the Core config toggles. - When enabled, players can no longer accidentally damage their own tamed hamsters. Disabled by default to remain vanilla-friendly.
- In the next update (hopefully), this setting will be tied to a new item: the Acorn Ring. I also plan to integrate with the Trinkets mod so you can use a trinket slot for it.
- Added
- Configurable Cuisine
- You can now configure the nutrition and saturation values for all food items added by the mod (Cucumbers, Green Beans, Food Mix).
- Changed nutrition/saturation values are dynamically reflected in AppleSkin's "on-eat" HUD preview. *Unfortunately due to major API changes between MC versions, this only works on 1.21.1.
- Max Mounted Hamsters Config
- Added a configuration slider under 'Shoulder Hamster Settings > Core Settings' allowing players to limit the maximum number of hamsters that can be mounted simultaneously (1 to 3).
- Wild Overlay Configurability
- Gameplay Mechanics & Interactions
- Tag Mini-Game
- Hamsters can now initiate a playful game of tag. If you maintain eye contact with a hamster for a few seconds, it will squeak and excitedly run away.
- The Chase: The hamster will flee if you get too close and stop to playfully taunt you if you fall too far behind.
- Payoff: Successfully "catching" (right-clicking) the hamster before it gets bored ends the game triggers a celebration. The hamster will then spit out a random item from its cheek pouches as a gift (pulling from the configurable cheek pouch loot lists).
- Stranger Danger: By default, you can play tag with wild hamsters and hamsters owned by other players. (Can be disabled in config).
- Configurable Limits and Rewards
- Added configs to control how often they want to play, the cooldown between games, and an anti-abuse cap on how many times a single player can play the game per in-game day (so they can't farm rewards).
- Added configs to control rewards: By default, hamsters will randomly pick an item from their configurable "Cheek Pouch Loot" list (the list of potential items a wild hamster might spawn with). The item does not have to be in the hamster's cheek pouch for it to give it as a gift.
- That can be disabled, in which case the hamster will choose the gift from a separate "Custom Tag Rewards" list in the config, which means you can make your hamster give you a diamond or any modded item (or whatever you want) when you catch it after a game of tag. Only server moderators can modify this of course.
- Dynamic Gaze
- Hamsters will now sustain eye contact with you indefinitely, provided you are nearby and continue looking back at them, and of course as long as they don't start a game of tag.
- Hamster Yeet Overhaul
- Thrown hamsters are now officially registered as
ProjectileEntityinstances while airborne. This provides automatic, out-of-the-box compatibility with external mods that use targets or hoops (such as the Tin Hoops in Caverns and Chasms). - Thrown hamsters now experience dynamic physics upon impact. They will ricochet backward off of walls and entities, or skip forward when hitting floors and ceilings.
- Thrown hamsters now dynamically query and broadcast the native sound of the block or entity they strike (including modded blocks/entities).
- Impact physics are magnified when hitting Slime blocks, and completely absorbed by Honey blocks.
- Added a new config toggle (true by default) allowing thrown hamsters to damage their owner. Throwing your own rodent straight up in the air will now result in a realistic, concussive reunion on the way back down.
- Thrown hamsters are now officially registered as
- Precision Tree Heists
- Right-clicking Oak Leaves with a lure item (Cheese) while a hamster is on your shoulder will now initiate a "Precision Tree Heist."
- This sets that specific leaf block as the guaranteed exit point for the hamster.
- While a precision heist is active, right-clicking in the air with the lure item will set the hamster's exit direction to match the direction you are currently looking.
- Why? This allows you to precisely control the exact block and angle by which your hamster will exit the tree, which makes for much more predictable recording sessions.
- Moonwalking Easter Egg
- Name your hamster "Michael Jackson" or "Steve Irwin" and it will rotate backwards and remain that way until you change the name again.
- Expanded Default Diet
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
#c:seedsand#forge:seedsto ensure compatibility across all versions and mod loaders.
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
- Tag Mini-Game
- Failsafes & Rescues
- Teleport Rescue Protocol
- Overhauled how hamsters follow you across vast distances or dimensions (e.g., when using Waystones).
- Instead of relying on their tiny legs and pathfinding AI to catch up, your player code will now safely scoop up any actively following hamsters (and their babies if the babies are following them), hold them in a little NBT pocket while the world loads, and drop them at your new location 0.75 seconds later.
- Void Rescue Protocol
- If a player falls into the void and dies with hamsters on their shoulders, the hamsters will no longer spawn in the void and immediately perish. The system will safely teleport them back to their linked bed. If they do not have a linked bed, they will be sent to the player's personal respawn point or the world spawn.
- Teleport Rescue Protocol
- UI, HUD, & Audio
- Jade Integration
- Added comprehensive Jade overlay integration that reveals a hamster's exact genetic makeup (base coat, wild overlay, breeding overlay, eye genotype, etc.) when you look at them.
- Enabled without needing to turn on debug mode to help with breeding.
- Fully customizable. Each setting comes with its own toggle, and you can decide which ones show up when you sneak to keep the Jade HUD de-cluttered.
- GUI Renaming System
- Players can now rename their hamsters directly from the Hamster Inventory screen.
- Features dynamic down-scaling to ensure long names always fit perfectly within the UI constraints.
- An interactive pencil icon and underline display when hovering/typing.
- New Config Options (
UI & Quality of Life > Hamster Renaming)Enable GUI Renaming: Master toggle for the feature.Consume Name Tag: Forces players to sacrifice a Name Tag from their inventory (or the hamster's cheeks) to finalize the rename.Pencil Icon Placement: Allows swapping the icon to the left or right of the text for those who read in different directions.
- New Audio & Visuals
- Added a brand new
anim_hamster_cheek_unloadanimation used for gifting items, complete with item and spit particle effects. - Added 4 new scratching sound variations for the cleaning animation, and switched to keyframes for the SFX to make it less repetitive and more realistic. This also has the side effect of muting the sound effect if the hamster is not on screen, and thus not being rendered. This means you will no longer hear nearby hamsters cleaning unless you can also see them.
- Added dynamic item sounds (clink, squish, thud, etc.) to the new gifting sequence.
- Added a brand new
- Jade Integration
- Commands & Admin Tools
- Advanced Spawning & Testing Commands
- Added
/ahp spawn hamster <basePalette> <wildPattern> <wildPalette> <breedPattern> <breedPalette> <eyes>. This command features a custom Brigadier auto-complete engine that suggests exact, human-readable palette and pattern names as you type, allowing you to easily test specific genetic combinations. - Added
/ahp spawn_all_bases_2D. Systematically lines up every single hamster color base in the game (including custom community additions), sorted cleanly into rows by their dynamically determined, mathematical color zone. - Added
/ahp spawn_all_bases_3D. Spawns the hamsters hovering in a physical 3D "cylinder" representing their Hue/Saturation/Brightness coordinates. This is useful for the Breeding Inheritance and Visualization Tool (see below).- Hue = the degree of the circle (0-360)
- Saturation = the radius of the circle (more saturated colors are closer to the edge)
- Brightness = the height of the cylinder (brighter hamsters are closer to the top)
- By default, each
/ahp spawn_all_bases...command spawns just the 45 base colors, but each one comes with 3 optional arguments to change the number of hamsters spawned:
[with_wild_overlays]Displays all 3,231 hamster variants that can spawn naturally in the wild.[with_sample_breeding_overlays]Displays genetic combinations of every wild hamster but adds in a small sample of three breeding overlays (Tortoise Shell, Silver, and Rust). Due to the triple-multiplication math involved, this heavily increases the total number of hamsters spawned (from 3,231 up to 9,693) creating a much bigger display.[author]only uses color palletes from a certain author (e.g.,jimcerberusordefault).
- Added
/ahp spawn_all_possible_permutations_THIS_CAN_BREAK_YOUR_WORLD. Exactly what it sounds like. Don't run it unless you have a super-flat world, a fire extinguisher for your PC, and a lot of patience. Note that every time I have run this command, my server tick speed never quite returned to baseline— even after deleting all the hamsters that were spawned using/kill @e[type=!player]. - Added
/ahp print_genetics_reportcommand, allowing server operators to recalculate and view the current 3D color-space math of the genetics engine at runtime. Useful because it dynamically updates its readout based on your exactAhpWorldGenConfigwild overlay settings, so you can see how your changes are affecting the total possible variant numbers without having to spawn them all.
- Added
- Tree Heist History Command
- Added
/ahp reset_tree_economyfor quick clearing of tree depletion memory without needing to open the config screen.
- Added
- Advanced Spawning & Testing Commands
- Advancements
- Advancement: Carat Confusion
- Triggers when a hamster leads you to Gold Ore instead of Diamond.
- Advancement: Load-Bearing Human
- Triggers when you mount 3 hamsters simultaneously (Right, Left, Head).
- Genetic Progression Advancements
- Added "The Collector" advancement path tracking unique wild variants tamed (up to dynamic maximum based on configuration limits).
- Added "The Breeder" advancement path tracking unique bred combinations (up to 1,000,000).
- Added a conditional advancement "Seeing Red" for successfully breeding the recessive eye trait. Does not trigger if red eyes have been turned off in the config.
- Implemented high-performance, non-bloating NBT storage using IntArrays to track thousands of
HamsterGenomehashes without lagging the player entity.
- Advancement: Carat Confusion
- Guidebook Enhancements
- Guidebook Delivery Fallback
- Added a new configuration option that acts as a fallback for modpacks that disable auto-guidebook delivery on login.
- If enabled (default), players will automatically be given the Hamster Tips guidebook and receive a chat prompt the very first time they spot a wild hamster from <=10 blocks away.
- Targeting calculation includes wiggle room to ensure the event triggers even if the player's crosshair isn't perfectly on the hamster's hit box.
- Only triggers once, and only if the player has never yet received the guidebook (regardless of current inventory status).
- Lectern Reading
- Added code for placing the Hamster Tips guide book into a lectern and an event handler so you can read it. You can now display your rodent knowledge in your base or wherever.
- Hamster Tips Guidebook Improvements
- The Hamster Tips guidebook now uses a custom string processor to pull live data directly into the text, so I can do things like automatically displaying the exact number of mathematically possible wild variants or the name of your dynamically configured Lure Item instead of hardcoding "Cheese".
- Updated the "Regional Rodents" entry to explain the new biome-adaptive color logic, Wild Overlays and Jade integration.
- Added a new "Breeding" entry in The Hamster Life chapter detailing the genetic mechanics, recessive red eyes, and feral youth mechanics.
- Added a new "Admin Commands" entry in The Kitchen Drawer chapter detailing the various new (and old) commands the mod has to offer since some of them (especially the new ones) are super useful.
- Guidebook Delivery Fallback
- Pixie-Dust Crown for Supporters
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Pixie Dustparticle system featuring a dense, short-lived, shimmering effect. - Emits a subtle sparkling sound and includes 5 different themes (Gold, Crimson, Lavender, Ice, Emerald) by manipulating the HSB color values of a single grayscale texture at runtime.
- Automatically hides in first-person view to prevent visual obstruction.
- Powered by a remote manager that pulls configuration data asynchronously from GitHub and caches it for offline use. You will need to briefly connect to the Internet while launching Minecraft at least once to verify your ownership of the Crown. After that you can play offline and still see it!
- Configurable Aesthetics
- Added a new
Supporter Perksconfig group. - Added a global toggle to disable rendering of all crowns if you hate fun.
- Added a global toggle to disable sound effects of all crowns.
- Added a local toggle to allow rendering your own crown in first-person mode if you want to both obstruct your view and thrill yourself.
- Added sliders for sound volume, particle count, crown radius, crown height, crown thickness, and vertical offset.
- Added a new "Toggle Supporter Crown" keybind allowing users to show/hide their own crown from both themselves and the rest of the server. A single press cycles the crown to the next available color theme, while a double-tap toggles the crown's visibility.
- Supporters can pick their own crown color. Your preference syncs instantly to all other players looking at you utilizing
DataTrackernetworking.
- Added a new
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Changed
- Location-Centric Spawning Overhaul
- Completely rewrote the world generation spawning logic. Instead of mapping individual hamster colors to biomes, biomes are now grouped into 9 "Spawning Environments" (e.g., Icy, Sandy, Forest, etc.)
- Each environment rolls against weighted hamster color groups. This ensures that whether a texture is procedurally generated or community-made, it mathematically evaluates its own color and automatically spawns in a biologically appropriate location.
- Diamond Sniffing Visuals & Audio
- Added directional animations to indicate whether a buried diamond ore is above or below the hamster when it's sniffing for one and the path is obstructed.
- Added a dynamic "quick bounce" animation that intermittently triggers when the diamond ore is hidden somewhere above the hamster.
- Added a new head-shake sound effect that plays when the hamster is sniffing for ore and gets confused.
- Sweet Potato Easter Egg
- The "Sweet Potato" Easter egg now applies a unique custom texture to the hamster, thanks to @jimcerberus!
- Renaming a hamster "Sweet Potato" hides its normal genetics (base coat, overlays, and eye color) without permanently deleting them.
- Sweet Potato hamsters can still breed, and their offspring will genetically inherit traits mathematically blended from the sweet potato's unique color palette, but they do not spawn in the wild.
- Jade HUD Config Settings
- Added a new "Jade Overlay Settings" section to the config under "UI & Quality of Life".
- Displays complex genetic info (Age, Base Coat, Wild Overlay, Breeding Overlay, Eye Color) by default.
- Added a "Require Sneaking" toggle (disabled by default) allowing you to hide the genetic overlay unless you are actively sneaking.
- Added individual toggles for every piece of my custom genetic info shown in the Jade overlay.
- Added additional toggles for selectively disabling default Jade info lines (Name, Health, Growth Time, Owner, Inventory) specifically for hamsters without impacting other entities, and a toggle to link their visibility to the player's sneaking state, allowing you to completely customize the HUD to your liking.
- Built a smart-formatting engine so that community texture IDs are automatically converted into localized, human-readable titles on the HUD (e.g.,
cheesecake_mocha.png-> "Cheesecake Mocha").
- Statue Performance & AI Toggling
- Hamsters spawned with their AI disabled will now completely freeze their animation playback and no longer emit ambient idle squeaks. This attempts to reduce client-side rendering lag when hundreds of thousands of hamsters are on screen for testing, but Java itself struggles with that many cubes on screen, so it's still laggy if you try to look at 2 million+ hamsters simultaneously.
- You can now tame an AI-disabled hamster, which will instantly "wake it up" and turn it into a real, fully functional hamster.
- Added an
Allow Taming to Re-Enable AItoggle to the config in case you're a server owner who wants to sell specific hamster breeds in a shop. If you have OP permissions on your server, you can turn this off to prevent players from taming and "waking up" frozen hamsters, allowing them to be used as shop displays or decorative statues.
- Mod Page/README
- The README was functioning as a marketing poster, a technical manual, a credits roll, and a tutorial. That is too many jobs for one file.
- It was getting too large, so I have reorganized it, reworded it, and split a few things off into other easily accessible files, so the README only has one job now.
- Mount Priority
- Changed default config value to
HEAD_FIRST.
- Changed default config value to
- Action Bar Config Toggles
- Grouped all action bar message toggles (Shoulder Dismount, Tree Heist Start, Bed Break, Tamed Baby Warning, and Display Duration) into a new "Action Bar Messages" sub-category under "UI & Quality of Life" for easier access.
- Guidebook
- Updated Hamster Bed entry to explicitly mention the Totem of Undying requirement for respawning.
- Guidebook Effects
- If you obtain the Hamster Tips guidebook while viewing a chest or crafting screen, the "rediscovered" visual and audio effects will now be postponed until you close the screen, ensuring the effects do not play while you're looking at your inventory.
- If you keep the screen open for longer than 5 seconds after obtaining the book, the effects are silently cancelled.
- Cucumber Rebalance
- Sliced Cucumbers are no longer inexplicably nutritious. Their default food value has been dropped from 2 hearts to 0.5 hearts to match items like Dried Kelp.
- Hamster Hitbox Adjustment
- Shrunk the physical hitbox of hamsters by 15% to more accurately match their actual visual model size.
- Note: Because the bounding box is now smaller, you will need to aim slightly more accurately when trying to interact with a hamster.
- Patchouli Version
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
1.21.1-93. - You must update Patchouli to the latest version or the game will not launch.
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
- Shoulder Animation Configs
- Replaced the single
Forced Animation Statesetting with three distinct settings. You can now independently force the Head, Left Shoulder, and Right Shoulder hamsters into specific animation loops (when dynamic animations are disabled).
- Replaced the single
- Tree Heist Exits
- Hamsters will now perform a small outward jump, launching themselves away from the tree upon successfully completing a Tree Heist.
- Breeding Cooldown Config
- The config setting for breeding cooldown has been changed from Ticks to Seconds to make it significantly easier to manage with the slider.
Fixed
- Config Live Changes
- Fixed an issue where changing settings in the
World Gen & Lootconfig (such as wild bush or hamster spawning settings) required a full game restart to take effect. Saving changes to any config now recalibrates the mod's logic caches on both the client and the server.
- Fixed an issue where changing settings in the
- Visual Rotation Glitch
- Attempted to fix an issue where using teleportation mods (like Waystones) or interrupting animations could cause the hamster's model to become permanently rotated backwards or upside down on the client side.
- I can't be 100% certain about this fix yet, because no one has been able to figure out exactly what causes it and I can't re-create it myself, so let me know if you run into it.
- Hamster Stretching with Shaders
- Fixed a visual bug where hamsters would stretch to extreme sizes during multiplayer server lag or when pausing the game.
- Dismount Bug
- Fixed an issue where holding down the Sneak key for more than a second would cause the OS's auto-key-repeat feature to spam the game with inputs, dismounting all of your shoulder hamsters rapidly.
- You can now safely hold Sneak without losing your friends.
- This bug has existed ever since the double-tap setting was added, but I hadn't found it because I usually play with Sneak set to "Toggle" (which means I have no reason to hold it down for extended periods).
- Memory Optimization
- Implemented pre-caching for texture identifiers and simplified rotation math in the render loop to eliminate extra memory objects being generated every frame.
- Spanish Localization
- Some strings in the Hamster Tips guidebook were still outdated (i.e., the Accessories and Sunflower pages).
- Malformed Recipe
- The
sliced_cucumber_from_cutting_board.jsonrecipe for compatibility with Farmers Delight failed to load on 1.20.1 due to a typo.
- The
- Acorn Inflation
- Fixed a decimal point error where Oak Leaves dropped Acorns at a 5% rate instead of the intended 0.5% (now it correctly matches vanilla Apple rarity).
- Guidebook Effects
- Fixed an issue where moving the Hamster Tips guidebook around in your own inventory would sometimes re-trigger the "rediscovered" sound and particle effects.
- Added a 30-second grace period to the guidebook tracking system. Prevents the effects from spamming if you move it between inventories, or drop it and pick it back up.
- Pink Petals Bug (1.20.1 only)
- Fixed an issue where Pink Petals would visually apply to all three locations simultaneously when first equipping them or reloading a world.
- Hamster Bed Linking
- Reduced the maximum stack size of Hamster Beds to 1. Not only does this feel like the way it always should have been, it resolves an issue where holding a stack of beds and right-clicking a hamster would link the entire stack simultaneously.
- Invisible Hamster Glitches
- Solved a vanilla Minecraft issue where hamsters (and other pets) get left behind in unloaded chunks because their AI stops ticking before they can teleport.
- Fixed a related bug where teleporting hamsters would sometimes successfully arrive but remain completely invisible to the client until you relogged. The new Teleport Rescue Protocol bypasses these vanilla quirks entirely.
- Overhauled shoulder-hamster data synchronization to prevent them from becoming invisible upon player respawn if they were configured to respawn with the player when the player fell into the void.
- Ghost Bed Crash
- Fixed a server crash that occurred when a hamster's linked bed was destroyed while the hamster was sleeping or unloaded. Hamsters will now detect the missing bed, cancel their sleep effects, and unlink themselves to prevent future issues.
- Bed State
- Fixed an issue where chunk load order could occasionally cause a sleeping hamster's bed to visually revert to an "unoccupied" state across server restarts.
- Shoulder Hamster Physics
- Capped the maximum vertical offset in the shoulder hamster physics simulation. This prevents hamsters from visually floating too far off the player's shoulders during long, extreme falls.
- This was mostly an issue with resource packs that add cool player animations to the arms. The shoulder hamsters are locked to the arms of the player, so when the arms go out to the sides during a fall, the shoulder hamsters would cross over the midpoint of the head. This doesn't fix the issue 100% (I'm not sure if that's even possible with pretty player animations) but makes it a bit less obvious.
- Shoulder Cleaning Loop
- Fixed a bug where a hamster mounted to the player's shoulder mid-cleaning would get permanently stuck in the cleaning animation when it was supposed to be sitting while on the shoulder.
- Jade Debug Overlay
- Fixed an issue where the Jade debug toggle book-interaction failed to update the client config on dedicated servers.
- Non-Dynamic Taming Food
- Fixed a bug where wild hamsters would still flee from players attempting to tame them using anything other than Sliced Cucumber. Now correctly uses the configurable "Taming Foods" from the config.
- Suicidal Hamsters
- Hamsters will no longer choose to run through lava or fire when cornered and fleeing from a player. They will now properly recognize these hazards as completely impassable terrain.
- Immersive Engineering Compatibility
- Fixed a data formatting error in the Garden Cloche recipes for cucumbers and green beans that caused the game to crash upon world creation or loading. (Thanks to @CasualAnimalEnjoyer for the fix!)
3.6.0-1.21.1+neoforge
beta23 апреля 2026 г.The Procedural Genetics Update
Hamsters now utilize a fully procedural and configurable genetics engine with 3,158 new wild variants, 2,285,046 potential breeding outcomes, recessive red eyes, 13 new advancements, and a guidebook update that explains everything. Added comprehensive breeding settings to balance obsessions with server tick speed (looking at you, Janet). Also many bugs were squashed, and hamsters learned to play tag and spit out gifts from their cheeks. Make sure you update Patchouli to the latest version or your game won't launch!
→ /ahp print genetics report ↓
|
| Adorable Hamster Pets Procedural Genetics Engine
| --------------------------------------------------------------------------------
| Base Fur Palettes ................. | 45
| Base Fur Patterns ................. | x 1
| Potential Wild Overlay Types ...... | x 235 (26 Palettes x 9 Patterns + 1 blank)
| Potential Breeding Overlay Types .. | x 406 (45 Palettes x 9 Patterns + 1 blank)
| Potential Eye Color Types ......... | x 2
| Visually Distinct Wild Variants ... | = 3,231
| ↑ Filtered: Overlays must...
| - Be allowed (WHITE, LIGHT_GRAY, DARK_GRAY, CREAM) ← default: neutrals
| - Be brighter than base color
| - Be less saturated than base color
| - Not clash with the BLUE, LAVENDER color zones
| Total Possible After Breeding ..... | = 2,285,046
| Number of 3D Color Relationships .. | = 2,610,718,753,581
|
Added
- Procedural Genetics & Texture System
- Procedural Genetics Engine
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
HamsterGenomedetailing its precise genetic makeup across six distinct traits. - This was accomplished by developing a 3D Hue/Saturation/Brightness (HSB) Cartesian color space. The mod uses this to mathematically map the exact color coordinates of every hamster variant into a three-dimensional neural network, which is dynamically used to calculate genetic relationships, mutations, overlay exclusion rules, and environment-spawning rules on the fly.
- I got the idea for creating the textures programmatically like this because that's how I made the original textures in Photoshop— using various Gradient Maps applied to a single, grayscale texture. Then I realized Java code can do the same thing!
- The total number of unique hamster types that spawn in the wild is now 3,231 by default, and the number of genetically inheritable hamster permutations from breeding is now over 2.2 Million.
- Want to understand the math? Keep reading below— look for the "Advanced Spawning & Testing Commands" section. I have added all sorts of fancy commands and tools to walk you through the breeding system in a way that is (hopefully) easy to understand.
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
- Dynamic Palette Swapping
- Built an optimized, client-side dynamic texture generator. Instead of bloating your hard drive with over 2 million distinct PNG files, the mod dynamically recolors grayscale fur templates at runtime using custom genetic palette hex code data I designed based off my Photoshop workflow, then mixes them with hard-coded PNGs from the community.
- I realized the original hamster variants were just gradient maps applied to a grayscale texture in Photoshop. So, naturally, I invested an unreasonable amount of effort rebuilding Photoshop's Gradient Map tool inside Java.
- Does this save file space? Sort of, though tiny PNGs don't take up much space anyway. But it makes the system infinitely scalable. If I add just one new grayscale pattern or community-made texture in the future, the Java math will automatically multiply it across every single other variant in the game. For now, consider it an over-engineered proof of concept.
- Community Hamster Textures
- Developed a parallel pipeline that automatically scans, analyzes, and genetically categorizes static, community-made PNG textures directly from the mod's JAR file. These static textures are seamlessly integrated into the procedural breeding pool alongside my programmatic colors.
- The rendering engine can automatically composite custom community textures into overlay masks. This means hamsters can spawn with community-made palettes serving as the color for their overlay spots and splotches!
- Thanks to @jimcerberus, we have 18 brand-new base hamster variants spawning in the wild! (Including Cheesecake Mocha, Blue Fawn, Pearl Rose, Sable, and 14 more). You can see them all in-game using the new spawn commands (see below).
- Expanded Overlays
- Overlays are no longer just white.
- Wild Overlays: Naturally spawning hamsters can now have overlays in any color that is closely related to White, Cream, or Gray, with a few configurable exceptions. To keep things looking natural, the default config ensures wild overlays are always brighter & less saturated than the base coat, Cream is disallowed on a Lavender or Blue base coat, and cave-spawned hamsters can only receive Gray overlays to help them blend in.
- Breeding Overlays: A completely new secondary overlay layer, unlocked exclusively through breeding (45% chance when two first-generation wild hamsters breed). These are chosen based on the midpoint between the parents' base color in the 3D color-space coordinate system, with a bit of jitter so the baby won't always look the same when you breed two parents repeatedly, so the possibilities are nearly endless. These overlays will mathematically avoid copying the same shape/pattern as the wild overlay, to ensure they are not hidden/covered up by it.
- Procedural Genetics Engine
- Breeding & Lifecycle Mechanics
- Breeding Inheritance and Visualization Tool
- Here's how it works: When breeding two hamsters together, the color for the baby (and its overlay colors) are chosen based on a connected line between the two parents in the 3D color-space coordinate system. This means babies will tend towards the mathematical center, but occasionally one parent's color traits will strongly dominate the outcome, mimicking real-world genetics and providing visual variety within a single hamster family even if you breed the same two parents together repeatedly.
- Outcome Visualizer: You can right-click two hamsters inside the 3D variants layout (
/ahp spawn_all_bases_3D) with the Hamster Tips guidebook to visualize the genetic probability distribution for their offspring via a cloud of Wax On particles. The particle spawning logic uses the exact same probability math that is used when creating babies, so it gives you a perfectly accurate representation of potential outcomes. - Config Settings and Real-time Controls
- Genetic Variance: Adjusts how much a baby's base color can deviate from the exact center between its parents. Think of this as the "length" of the line between the parents.
- Genetic Mutation Rate: Adjusts the random color scatter/mutations applied to babies. Think of this as the "thickness" of the line.
- Simulated Offspring Per Second: Adjust the density of the 3D visualizer particle cloud. Each particle represents a potential baby.
- Real-time Controls: While holding the guidebook, you can dynamically tweak the shape of the genetic probability cloud using the arrow keys: Left/Right Arrows adjust Genetic Variance; Up/Down Arrows adjust Genetic Mutation Rate.
- Server and Client Sync: Since the particle visualizer is driven by the literal server-side breeding math, which is driven by the config for your server, and the changes you make with the arrow keys directly alter that config, the changes will take effect immediately for any future babies.
- Recessive Eye Genetics
- Hamsters now possess dominant (Black) and recessive (Red) eye genetics.
- Red eyes do not exist in the wild. They are genetically tied to the "diluteness" (brightness/saturation) of the hamster's coat. A fully dilute hamster has up to a 50% chance of spawning with a recessive red eye gene. By selectively breeding highly dilute hamsters, players can uncover carriers (
Br) and eventually breed Red-Eyed (rr) variants. Uses punnet squares.
- Baby Growth Mechanics
- You can now feed baby hamsters standard hamster food items to accelerate their growth.
- To balance this with their natural pickiness, a new config option (
Disable Baby Food Refusal) allows you to bypass their desire for dietary variety specifically for babies if you want. This is turned off by default, so to bypass their pickiness you'll need lots of Hamster Food Mix if you want to quickly grow them up. - Feeding baby hamsters visually and mechanically accelerates their growth in smooth, continuous increments, similar to vanilla horses. Their "extra big head" proportions scale dynamically as they grow.
- Breeding Limitations
- Added comprehensive config settings to manage hamster breeding for server owners who want to keep the population under control.
- Added a global
Enable Breedingtoggle (on by default) to instantly shut down all romance. - Added a configurable
Max Breeding Cycleslimit per hamster to stop them from infinitely multiplying (off by default). - Added a
Limit Breeding By Playertoggle. (also off by default). Limits can be assigned per-player based on Minecraft days or Real Life days, or simply capped as a lifetime maximum limit. Includes feedback to explain what's happening when attempting to over-feed beyond the limit. - Added a
/ahp reset_player_breeding_historycommand for server operators to reset their own breeding history. - Added a
/ahp reset_hamster_breeding_historycommand for server operators to reset a specific hamster'stimesBredquota to zero. - Added a convenient "Reset Breeding History" button in the Config screen that executes the command for the user (requires OP permissions).
- Configurable Litter Size
- Added to config sliders allowing you to set the minimum and maximum litter size when hamsters get into hanky-panky. The final size of the litter will be a random number between the min and max.
- Breeder Whitelist
- Added a config list allowing specific players to bypass the global breeding ban. In case your server needs a designated rodent baron.
- Post-Breeding Animation
- Hamsters will now crouch down and lovingly inspect their baby(s) after the litter is born, spawn heart particles, and make affectionate sounds shortly after successfully contributing to your growing population problem.
- Wild Baby Configuration
- Added
Babies Spawn Wildsetting. When enabled, babies are born feral and do not inherit their parent's ownership status, letting multiplayer groups decide who claims them. - When untamed, babies no longer flee from players, making them easier to manage.
- Added
- Parent-Following
- Babies will now randomly select a parent to follow until adulthood, instead of following their owner.
- Wild baby hamsters will switch to following the player if their parent is currently mounted on the player's shoulder. They will automatically resume following the parent once it is dismounted.
- If you want the baby to follow you instead, you must first tame it, then you can break its connection to the parent by right-clicking it with a Lure Item (Cheese by default).
- Added a config toggle to disable the action bar message that warns you when a newly tamed baby hamster refuses to follow you because it's still attached to its parent.
- Age Tracking
- Hamsters now track their absolute lifetime age in ticks.
- Wild hamsters spawn with a random age between 1 and 30 days.
- Added
/ahp set_agecommand to manually override a hamster's age (since older hamsters will start at 0 days old upon updating to this version of the mod). It accepts units (days,months,years) and provides autocomplete suggestions. - If you do not specify a target, it will automatically apply to the hamster you are currently looking at.
- The Jade HUD overlay displays the hamster's age alongside its genetic data.
- Added a new
Display IRL Ageconfig setting that dictates how fast the hamster ages. If true, their age progresses at 1/72nd the normal speed (matching the real-world 24-hour cycle).
- Breeding Inheritance and Visualization Tool
- Performance Improvements
- Significant Overall Improvements
- Flattened the entire visual render layer stack (base coat, wild overlays, breeding overlays, skin, eyes, armor, and accessories) into a single, dynamically composited texture at runtime.
- This completely eliminates all secondary
GeoRenderLayerpasses. Every hamster, regardless of its complex genetics or equipped items, now costs exactly one draw call to render (previously it was anywhere from 2 to 8!), resulting in a massive performance boost. Especially noticeable when numerous hamsters are on screen at the same time.
- Bare-Bones Ultra Performance Mode
- Added a new
Performance Modetoggle in the config (and an assignable keybind) designed specifically for viewing absurd numbers of hamsters simultaneously without melting your GPU. - When enabled, it bypasses the dynamic texture engine entirely (falling back to a single flat texture) and hides almost all the model's geometry.
- The hamsters essentially become grayscale cubes, stripping away nearly all matrix-calculation overhead.
- The Jade HUD overlay will still display their exact genetic information, because the server never forgets what they are actually supposed to look like.
- Added a new
- Significant Overall Improvements
- New Config Settings
- Wild Overlay Configurability
- Added new
Allowed Wild Overlay Zoneslist to theWorld Gen & Lootconfig. This allows server owners/modpack makers to explicitly control which color zones the genetics engine is allowed to use when picking an overlay for a naturally spawning hamster. Defaults to natural colors (WHITE,LIGHT_GRAY,DARK_GRAY, andCREAM). - Added new
Restricted Base ColorsandClashing Overlay Colorslists. By default, these preventCREAMandDARK_GRAYwild overlays from spawning on top ofBLUEandLAVENDERbase coats, as these color combinations tend to look a bit strange visually. - Added new
Enforce Brighter OverlaysandEnforce Muted Overlaystoggles. Allows players to disable the overlay filtering that prevents saturated colors (like Cream) from spawning on muted bases (like Black) and darker colors from being used as overlays on top of lighter bases. - Modifying the overlay settings can dramatically change the number of possible combinations for wild hamsters (3,231 by default).
- Added new
- Red Eye Config Toggle
- Don't like the red eye hamsters? You can visually disable that for your own client via a new config toggle, which makes them appear to have black eyes.
- Friendly Fire Config Toggle
- Added
Prevent Owner Friendly Fireto the Core config toggles. - When enabled, players can no longer accidentally damage their own tamed hamsters. Disabled by default to remain vanilla-friendly.
- In the next update (hopefully), this setting will be tied to a new item: the Acorn Ring. I also plan to integrate with the Trinkets mod so you can use a trinket slot for it.
- Added
- Configurable Cuisine
- You can now configure the nutrition and saturation values for all food items added by the mod (Cucumbers, Green Beans, Food Mix).
- Changed nutrition/saturation values are dynamically reflected in AppleSkin's "on-eat" HUD preview. *Unfortunately due to major API changes between MC versions, this only works on 1.21.1.
- Max Mounted Hamsters Config
- Added a configuration slider under 'Shoulder Hamster Settings > Core Settings' allowing players to limit the maximum number of hamsters that can be mounted simultaneously (1 to 3).
- Wild Overlay Configurability
- Gameplay Mechanics & Interactions
- Tag Mini-Game
- Hamsters can now initiate a playful game of tag. If you maintain eye contact with a hamster for a few seconds, it will squeak and excitedly run away.
- The Chase: The hamster will flee if you get too close and stop to playfully taunt you if you fall too far behind.
- Payoff: Successfully "catching" (right-clicking) the hamster before it gets bored ends the game triggers a celebration. The hamster will then spit out a random item from its cheek pouches as a gift (pulling from the configurable cheek pouch loot lists).
- Stranger Danger: By default, you can play tag with wild hamsters and hamsters owned by other players. (Can be disabled in config).
- Configurable Limits and Rewards
- Added configs to control how often they want to play, the cooldown between games, and an anti-abuse cap on how many times a single player can play the game per in-game day (so they can't farm rewards).
- Added configs to control rewards: By default, hamsters will randomly pick an item from their configurable "Cheek Pouch Loot" list (the list of potential items a wild hamster might spawn with). The item does not have to be in the hamster's cheek pouch for it to give it as a gift.
- That can be disabled, in which case the hamster will choose the gift from a separate "Custom Tag Rewards" list in the config, which means you can make your hamster give you a diamond or any modded item (or whatever you want) when you catch it after a game of tag. Only server moderators can modify this of course.
- Dynamic Gaze
- Hamsters will now sustain eye contact with you indefinitely, provided you are nearby and continue looking back at them, and of course as long as they don't start a game of tag.
- Hamster Yeet Overhaul
- Thrown hamsters are now officially registered as
ProjectileEntityinstances while airborne. This provides automatic, out-of-the-box compatibility with external mods that use targets or hoops (such as the Tin Hoops in Caverns and Chasms). - Thrown hamsters now experience dynamic physics upon impact. They will ricochet backward off of walls and entities, or skip forward when hitting floors and ceilings.
- Thrown hamsters now dynamically query and broadcast the native sound of the block or entity they strike (including modded blocks/entities).
- Impact physics are magnified when hitting Slime blocks, and completely absorbed by Honey blocks.
- Added a new config toggle (true by default) allowing thrown hamsters to damage their owner. Throwing your own rodent straight up in the air will now result in a realistic, concussive reunion on the way back down.
- Thrown hamsters are now officially registered as
- Precision Tree Heists
- Right-clicking Oak Leaves with a lure item (Cheese) while a hamster is on your shoulder will now initiate a "Precision Tree Heist."
- This sets that specific leaf block as the guaranteed exit point for the hamster.
- While a precision heist is active, right-clicking in the air with the lure item will set the hamster's exit direction to match the direction you are currently looking.
- Why? This allows you to precisely control the exact block and angle by which your hamster will exit the tree, which makes for much more predictable recording sessions.
- Moonwalking Easter Egg
- Name your hamster "Michael Jackson" or "Steve Irwin" and it will rotate backwards and remain that way until you change the name again.
- Expanded Default Diet
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
#c:seedsand#forge:seedsto ensure compatibility across all versions and mod loaders.
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
- Tag Mini-Game
- Failsafes & Rescues
- Teleport Rescue Protocol
- Overhauled how hamsters follow you across vast distances or dimensions (e.g., when using Waystones).
- Instead of relying on their tiny legs and pathfinding AI to catch up, your player code will now safely scoop up any actively following hamsters (and their babies if the babies are following them), hold them in a little NBT pocket while the world loads, and drop them at your new location 0.75 seconds later.
- Void Rescue Protocol
- If a player falls into the void and dies with hamsters on their shoulders, the hamsters will no longer spawn in the void and immediately perish. The system will safely teleport them back to their linked bed. If they do not have a linked bed, they will be sent to the player's personal respawn point or the world spawn.
- Teleport Rescue Protocol
- UI, HUD, & Audio
- Jade Integration
- Added comprehensive Jade overlay integration that reveals a hamster's exact genetic makeup (base coat, wild overlay, breeding overlay, eye genotype, etc.) when you look at them.
- Enabled without needing to turn on debug mode to help with breeding.
- Fully customizable. Each setting comes with its own toggle, and you can decide which ones show up when you sneak to keep the Jade HUD de-cluttered.
- GUI Renaming System
- Players can now rename their hamsters directly from the Hamster Inventory screen.
- Features dynamic down-scaling to ensure long names always fit perfectly within the UI constraints.
- An interactive pencil icon and underline display when hovering/typing.
- New Config Options (
UI & Quality of Life > Hamster Renaming)Enable GUI Renaming: Master toggle for the feature.Consume Name Tag: Forces players to sacrifice a Name Tag from their inventory (or the hamster's cheeks) to finalize the rename.Pencil Icon Placement: Allows swapping the icon to the left or right of the text for those who read in different directions.
- New Audio & Visuals
- Added a brand new
anim_hamster_cheek_unloadanimation used for gifting items, complete with item and spit particle effects. - Added 4 new scratching sound variations for the cleaning animation, and switched to keyframes for the SFX to make it less repetitive and more realistic. This also has the side effect of muting the sound effect if the hamster is not on screen, and thus not being rendered. This means you will no longer hear nearby hamsters cleaning unless you can also see them.
- Added dynamic item sounds (clink, squish, thud, etc.) to the new gifting sequence.
- Added a brand new
- Jade Integration
- Commands & Admin Tools
- Advanced Spawning & Testing Commands
- Added
/ahp spawn hamster <basePalette> <wildPattern> <wildPalette> <breedPattern> <breedPalette> <eyes>. This command features a custom Brigadier auto-complete engine that suggests exact, human-readable palette and pattern names as you type, allowing you to easily test specific genetic combinations. - Added
/ahp spawn_all_bases_2D. Systematically lines up every single hamster color base in the game (including custom community additions), sorted cleanly into rows by their dynamically determined, mathematical color zone. - Added
/ahp spawn_all_bases_3D. Spawns the hamsters hovering in a physical 3D "cylinder" representing their Hue/Saturation/Brightness coordinates. This is useful for the Breeding Inheritance and Visualization Tool (see below).- Hue = the degree of the circle (0-360)
- Saturation = the radius of the circle (more saturated colors are closer to the edge)
- Brightness = the height of the cylinder (brighter hamsters are closer to the top)
- By default, each
/ahp spawn_all_bases...command spawns just the 45 base colors, but each one comes with 3 optional arguments to change the number of hamsters spawned:
[with_wild_overlays]Displays all 3,231 hamster variants that can spawn naturally in the wild.[with_sample_breeding_overlays]Displays genetic combinations of every wild hamster but adds in a small sample of three breeding overlays (Tortoise Shell, Silver, and Rust). Due to the triple-multiplication math involved, this heavily increases the total number of hamsters spawned (from 3,231 up to 9,693) creating a much bigger display.[author]only uses color palletes from a certain author (e.g.,jimcerberusordefault).
- Added
/ahp spawn_all_possible_permutations_THIS_CAN_BREAK_YOUR_WORLD. Exactly what it sounds like. Don't run it unless you have a super-flat world, a fire extinguisher for your PC, and a lot of patience. Note that every time I have run this command, my server tick speed never quite returned to baseline— even after deleting all the hamsters that were spawned using/kill @e[type=!player]. - Added
/ahp print_genetics_reportcommand, allowing server operators to recalculate and view the current 3D color-space math of the genetics engine at runtime. Useful because it dynamically updates its readout based on your exactAhpWorldGenConfigwild overlay settings, so you can see how your changes are affecting the total possible variant numbers without having to spawn them all.
- Added
- Tree Heist History Command
- Added
/ahp reset_tree_economyfor quick clearing of tree depletion memory without needing to open the config screen.
- Added
- Advanced Spawning & Testing Commands
- Advancements
- Advancement: Carat Confusion
- Triggers when a hamster leads you to Gold Ore instead of Diamond.
- Advancement: Load-Bearing Human
- Triggers when you mount 3 hamsters simultaneously (Right, Left, Head).
- Genetic Progression Advancements
- Added "The Collector" advancement path tracking unique wild variants tamed (up to dynamic maximum based on configuration limits).
- Added "The Breeder" advancement path tracking unique bred combinations (up to 1,000,000).
- Added a conditional advancement "Seeing Red" for successfully breeding the recessive eye trait. Does not trigger if red eyes have been turned off in the config.
- Implemented high-performance, non-bloating NBT storage using IntArrays to track thousands of
HamsterGenomehashes without lagging the player entity.
- Advancement: Carat Confusion
- Guidebook Enhancements
- Guidebook Delivery Fallback
- Added a new configuration option that acts as a fallback for modpacks that disable auto-guidebook delivery on login.
- If enabled (default), players will automatically be given the Hamster Tips guidebook and receive a chat prompt the very first time they spot a wild hamster from <=10 blocks away.
- Targeting calculation includes wiggle room to ensure the event triggers even if the player's crosshair isn't perfectly on the hamster's hit box.
- Only triggers once, and only if the player has never yet received the guidebook (regardless of current inventory status).
- Lectern Reading
- Added code for placing the Hamster Tips guide book into a lectern and an event handler so you can read it. You can now display your rodent knowledge in your base or wherever.
- Hamster Tips Guidebook Improvements
- The Hamster Tips guidebook now uses a custom string processor to pull live data directly into the text, so I can do things like automatically displaying the exact number of mathematically possible wild variants or the name of your dynamically configured Lure Item instead of hardcoding "Cheese".
- Updated the "Regional Rodents" entry to explain the new biome-adaptive color logic, Wild Overlays and Jade integration.
- Added a new "Breeding" entry in The Hamster Life chapter detailing the genetic mechanics, recessive red eyes, and feral youth mechanics.
- Added a new "Admin Commands" entry in The Kitchen Drawer chapter detailing the various new (and old) commands the mod has to offer since some of them (especially the new ones) are super useful.
- Guidebook Delivery Fallback
- Pixie-Dust Crown for Supporters
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Pixie Dustparticle system featuring a dense, short-lived, shimmering effect. - Emits a subtle sparkling sound and includes 5 different themes (Gold, Crimson, Lavender, Ice, Emerald) by manipulating the HSB color values of a single grayscale texture at runtime.
- Automatically hides in first-person view to prevent visual obstruction.
- Powered by a remote manager that pulls configuration data asynchronously from GitHub and caches it for offline use. You will need to briefly connect to the Internet while launching Minecraft at least once to verify your ownership of the Crown. After that you can play offline and still see it!
- Configurable Aesthetics
- Added a new
Supporter Perksconfig group. - Added a global toggle to disable rendering of all crowns if you hate fun.
- Added a global toggle to disable sound effects of all crowns.
- Added a local toggle to allow rendering your own crown in first-person mode if you want to both obstruct your view and thrill yourself.
- Added sliders for sound volume, particle count, crown radius, crown height, crown thickness, and vertical offset.
- Added a new "Toggle Supporter Crown" keybind allowing users to show/hide their own crown from both themselves and the rest of the server. A single press cycles the crown to the next available color theme, while a double-tap toggles the crown's visibility.
- Supporters can pick their own crown color. Your preference syncs instantly to all other players looking at you utilizing
DataTrackernetworking.
- Added a new
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Changed
- Location-Centric Spawning Overhaul
- Completely rewrote the world generation spawning logic. Instead of mapping individual hamster colors to biomes, biomes are now grouped into 9 "Spawning Environments" (e.g., Icy, Sandy, Forest, etc.)
- Each environment rolls against weighted hamster color groups. This ensures that whether a texture is procedurally generated or community-made, it mathematically evaluates its own color and automatically spawns in a biologically appropriate location.
- Diamond Sniffing Visuals & Audio
- Added directional animations to indicate whether a buried diamond ore is above or below the hamster when it's sniffing for one and the path is obstructed.
- Added a dynamic "quick bounce" animation that intermittently triggers when the diamond ore is hidden somewhere above the hamster.
- Added a new head-shake sound effect that plays when the hamster is sniffing for ore and gets confused.
- Sweet Potato Easter Egg
- The "Sweet Potato" Easter egg now applies a unique custom texture to the hamster, thanks to @jimcerberus!
- Renaming a hamster "Sweet Potato" hides its normal genetics (base coat, overlays, and eye color) without permanently deleting them.
- Sweet Potato hamsters can still breed, and their offspring will genetically inherit traits mathematically blended from the sweet potato's unique color palette, but they do not spawn in the wild.
- Jade HUD Config Settings
- Added a new "Jade Overlay Settings" section to the config under "UI & Quality of Life".
- Displays complex genetic info (Age, Base Coat, Wild Overlay, Breeding Overlay, Eye Color) by default.
- Added a "Require Sneaking" toggle (disabled by default) allowing you to hide the genetic overlay unless you are actively sneaking.
- Added individual toggles for every piece of my custom genetic info shown in the Jade overlay.
- Added additional toggles for selectively disabling default Jade info lines (Name, Health, Growth Time, Owner, Inventory) specifically for hamsters without impacting other entities, and a toggle to link their visibility to the player's sneaking state, allowing you to completely customize the HUD to your liking.
- Built a smart-formatting engine so that community texture IDs are automatically converted into localized, human-readable titles on the HUD (e.g.,
cheesecake_mocha.png-> "Cheesecake Mocha").
- Statue Performance & AI Toggling
- Hamsters spawned with their AI disabled will now completely freeze their animation playback and no longer emit ambient idle squeaks. This attempts to reduce client-side rendering lag when hundreds of thousands of hamsters are on screen for testing, but Java itself struggles with that many cubes on screen, so it's still laggy if you try to look at 2 million+ hamsters simultaneously.
- You can now tame an AI-disabled hamster, which will instantly "wake it up" and turn it into a real, fully functional hamster.
- Added an
Allow Taming to Re-Enable AItoggle to the config in case you're a server owner who wants to sell specific hamster breeds in a shop. If you have OP permissions on your server, you can turn this off to prevent players from taming and "waking up" frozen hamsters, allowing them to be used as shop displays or decorative statues.
- Mod Page/README
- The README was functioning as a marketing poster, a technical manual, a credits roll, and a tutorial. That is too many jobs for one file.
- It was getting too large, so I have reorganized it, reworded it, and split a few things off into other easily accessible files, so the README only has one job now.
- Mount Priority
- Changed default config value to
HEAD_FIRST.
- Changed default config value to
- Action Bar Config Toggles
- Grouped all action bar message toggles (Shoulder Dismount, Tree Heist Start, Bed Break, Tamed Baby Warning, and Display Duration) into a new "Action Bar Messages" sub-category under "UI & Quality of Life" for easier access.
- Guidebook
- Updated Hamster Bed entry to explicitly mention the Totem of Undying requirement for respawning.
- Guidebook Effects
- If you obtain the Hamster Tips guidebook while viewing a chest or crafting screen, the "rediscovered" visual and audio effects will now be postponed until you close the screen, ensuring the effects do not play while you're looking at your inventory.
- If you keep the screen open for longer than 5 seconds after obtaining the book, the effects are silently cancelled.
- Cucumber Rebalance
- Sliced Cucumbers are no longer inexplicably nutritious. Their default food value has been dropped from 2 hearts to 0.5 hearts to match items like Dried Kelp.
- Hamster Hitbox Adjustment
- Shrunk the physical hitbox of hamsters by 15% to more accurately match their actual visual model size.
- Note: Because the bounding box is now smaller, you will need to aim slightly more accurately when trying to interact with a hamster.
- Patchouli Version
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
1.21.1-93. - You must update Patchouli to the latest version or the game will not launch.
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
- Shoulder Animation Configs
- Replaced the single
Forced Animation Statesetting with three distinct settings. You can now independently force the Head, Left Shoulder, and Right Shoulder hamsters into specific animation loops (when dynamic animations are disabled).
- Replaced the single
- Tree Heist Exits
- Hamsters will now perform a small outward jump, launching themselves away from the tree upon successfully completing a Tree Heist.
- Breeding Cooldown Config
- The config setting for breeding cooldown has been changed from Ticks to Seconds to make it significantly easier to manage with the slider.
Fixed
- Config Live Changes
- Fixed an issue where changing settings in the
World Gen & Lootconfig (such as wild bush or hamster spawning settings) required a full game restart to take effect. Saving changes to any config now recalibrates the mod's logic caches on both the client and the server.
- Fixed an issue where changing settings in the
- Visual Rotation Glitch
- Attempted to fix an issue where using teleportation mods (like Waystones) or interrupting animations could cause the hamster's model to become permanently rotated backwards or upside down on the client side.
- I can't be 100% certain about this fix yet, because no one has been able to figure out exactly what causes it and I can't re-create it myself, so let me know if you run into it.
- Hamster Stretching with Shaders
- Fixed a visual bug where hamsters would stretch to extreme sizes during multiplayer server lag or when pausing the game.
- Dismount Bug
- Fixed an issue where holding down the Sneak key for more than a second would cause the OS's auto-key-repeat feature to spam the game with inputs, dismounting all of your shoulder hamsters rapidly.
- You can now safely hold Sneak without losing your friends.
- This bug has existed ever since the double-tap setting was added, but I hadn't found it because I usually play with Sneak set to "Toggle" (which means I have no reason to hold it down for extended periods).
- Memory Optimization
- Implemented pre-caching for texture identifiers and simplified rotation math in the render loop to eliminate extra memory objects being generated every frame.
- Spanish Localization
- Some strings in the Hamster Tips guidebook were still outdated (i.e., the Accessories and Sunflower pages).
- Malformed Recipe
- The
sliced_cucumber_from_cutting_board.jsonrecipe for compatibility with Farmers Delight failed to load on 1.20.1 due to a typo.
- The
- Acorn Inflation
- Fixed a decimal point error where Oak Leaves dropped Acorns at a 5% rate instead of the intended 0.5% (now it correctly matches vanilla Apple rarity).
- Guidebook Effects
- Fixed an issue where moving the Hamster Tips guidebook around in your own inventory would sometimes re-trigger the "rediscovered" sound and particle effects.
- Added a 30-second grace period to the guidebook tracking system. Prevents the effects from spamming if you move it between inventories, or drop it and pick it back up.
- Pink Petals Bug (1.20.1 only)
- Fixed an issue where Pink Petals would visually apply to all three locations simultaneously when first equipping them or reloading a world.
- Hamster Bed Linking
- Reduced the maximum stack size of Hamster Beds to 1. Not only does this feel like the way it always should have been, it resolves an issue where holding a stack of beds and right-clicking a hamster would link the entire stack simultaneously.
- Invisible Hamster Glitches
- Solved a vanilla Minecraft issue where hamsters (and other pets) get left behind in unloaded chunks because their AI stops ticking before they can teleport.
- Fixed a related bug where teleporting hamsters would sometimes successfully arrive but remain completely invisible to the client until you relogged. The new Teleport Rescue Protocol bypasses these vanilla quirks entirely.
- Overhauled shoulder-hamster data synchronization to prevent them from becoming invisible upon player respawn if they were configured to respawn with the player when the player fell into the void.
- Ghost Bed Crash
- Fixed a server crash that occurred when a hamster's linked bed was destroyed while the hamster was sleeping or unloaded. Hamsters will now detect the missing bed, cancel their sleep effects, and unlink themselves to prevent future issues.
- Bed State
- Fixed an issue where chunk load order could occasionally cause a sleeping hamster's bed to visually revert to an "unoccupied" state across server restarts.
- Shoulder Hamster Physics
- Capped the maximum vertical offset in the shoulder hamster physics simulation. This prevents hamsters from visually floating too far off the player's shoulders during long, extreme falls.
- This was mostly an issue with resource packs that add cool player animations to the arms. The shoulder hamsters are locked to the arms of the player, so when the arms go out to the sides during a fall, the shoulder hamsters would cross over the midpoint of the head. This doesn't fix the issue 100% (I'm not sure if that's even possible with pretty player animations) but makes it a bit less obvious.
- Shoulder Cleaning Loop
- Fixed a bug where a hamster mounted to the player's shoulder mid-cleaning would get permanently stuck in the cleaning animation when it was supposed to be sitting while on the shoulder.
- Jade Debug Overlay
- Fixed an issue where the Jade debug toggle book-interaction failed to update the client config on dedicated servers.
- Non-Dynamic Taming Food
- Fixed a bug where wild hamsters would still flee from players attempting to tame them using anything other than Sliced Cucumber. Now correctly uses the configurable "Taming Foods" from the config.
- Suicidal Hamsters
- Hamsters will no longer choose to run through lava or fire when cornered and fleeing from a player. They will now properly recognize these hazards as completely impassable terrain.
- Immersive Engineering Compatibility
- Fixed a data formatting error in the Garden Cloche recipes for cucumbers and green beans that caused the game to crash upon world creation or loading. (Thanks to @CasualAnimalEnjoyer for the fix!)
3.6.0-1.21.1+fabric
beta23 апреля 2026 г.The Procedural Genetics Update
Hamsters now utilize a fully procedural and configurable genetics engine with 3,158 new wild variants, 2,285,046 potential breeding outcomes, recessive red eyes, 13 new advancements, and a guidebook update that explains everything. Added comprehensive breeding settings to balance obsessions with server tick speed (looking at you, Janet). Also many bugs were squashed, and hamsters learned to play tag and spit out gifts from their cheeks. Make sure you update Patchouli to the latest version or your game won't launch!
→ /ahp print genetics report ↓
|
| Adorable Hamster Pets Procedural Genetics Engine
| --------------------------------------------------------------------------------
| Base Fur Palettes ................. | 45
| Base Fur Patterns ................. | x 1
| Potential Wild Overlay Types ...... | x 235 (26 Palettes x 9 Patterns + 1 blank)
| Potential Breeding Overlay Types .. | x 406 (45 Palettes x 9 Patterns + 1 blank)
| Potential Eye Color Types ......... | x 2
| Visually Distinct Wild Variants ... | = 3,231
| ↑ Filtered: Overlays must...
| - Be allowed (WHITE, LIGHT_GRAY, DARK_GRAY, CREAM) ← default: neutrals
| - Be brighter than base color
| - Be less saturated than base color
| - Not clash with the BLUE, LAVENDER color zones
| Total Possible After Breeding ..... | = 2,285,046
| Number of 3D Color Relationships .. | = 2,610,718,753,581
|
Added
- Procedural Genetics & Texture System
- Procedural Genetics Engine
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
HamsterGenomedetailing its precise genetic makeup across six distinct traits. - This was accomplished by developing a 3D Hue/Saturation/Brightness (HSB) Cartesian color space. The mod uses this to mathematically map the exact color coordinates of every hamster variant into a three-dimensional neural network, which is dynamically used to calculate genetic relationships, mutations, overlay exclusion rules, and environment-spawning rules on the fly.
- I got the idea for creating the textures programmatically like this because that's how I made the original textures in Photoshop— using various Gradient Maps applied to a single, grayscale texture. Then I realized Java code can do the same thing!
- The total number of unique hamster types that spawn in the wild is now 3,231 by default, and the number of genetically inheritable hamster permutations from breeding is now over 2.2 Million.
- Want to understand the math? Keep reading below— look for the "Advanced Spawning & Testing Commands" section. I have added all sorts of fancy commands and tools to walk you through the breeding system in a way that is (hopefully) easy to understand.
- Hamsters are no longer pre-defined, hardcoded variants. Every hamster now possesses a fully serialized
- Dynamic Palette Swapping
- Built an optimized, client-side dynamic texture generator. Instead of bloating your hard drive with over 2 million distinct PNG files, the mod dynamically recolors grayscale fur templates at runtime using custom genetic palette hex code data I designed based off my Photoshop workflow, then mixes them with hard-coded PNGs from the community.
- I realized the original hamster variants were just gradient maps applied to a grayscale texture in Photoshop. So, naturally, I invested an unreasonable amount of effort rebuilding Photoshop's Gradient Map tool inside Java.
- Does this save file space? Sort of, though tiny PNGs don't take up much space anyway. But it makes the system infinitely scalable. If I add just one new grayscale pattern or community-made texture in the future, the Java math will automatically multiply it across every single other variant in the game. For now, consider it an over-engineered proof of concept.
- Community Hamster Textures
- Developed a parallel pipeline that automatically scans, analyzes, and genetically categorizes static, community-made PNG textures directly from the mod's JAR file. These static textures are seamlessly integrated into the procedural breeding pool alongside my programmatic colors.
- The rendering engine can automatically composite custom community textures into overlay masks. This means hamsters can spawn with community-made palettes serving as the color for their overlay spots and splotches!
- Thanks to @jimcerberus, we have 18 brand-new base hamster variants spawning in the wild! (Including Cheesecake Mocha, Blue Fawn, Pearl Rose, Sable, and 14 more). You can see them all in-game using the new spawn commands (see below).
- Expanded Overlays
- Overlays are no longer just white.
- Wild Overlays: Naturally spawning hamsters can now have overlays in any color that is closely related to White, Cream, or Gray, with a few configurable exceptions. To keep things looking natural, the default config ensures wild overlays are always brighter & less saturated than the base coat, Cream is disallowed on a Lavender or Blue base coat, and cave-spawned hamsters can only receive Gray overlays to help them blend in.
- Breeding Overlays: A completely new secondary overlay layer, unlocked exclusively through breeding (45% chance when two first-generation wild hamsters breed). These are chosen based on the midpoint between the parents' base color in the 3D color-space coordinate system, with a bit of jitter so the baby won't always look the same when you breed two parents repeatedly, so the possibilities are nearly endless. These overlays will mathematically avoid copying the same shape/pattern as the wild overlay, to ensure they are not hidden/covered up by it.
- Procedural Genetics Engine
- Breeding & Lifecycle Mechanics
- Breeding Inheritance and Visualization Tool
- Here's how it works: When breeding two hamsters together, the color for the baby (and its overlay colors) are chosen based on a connected line between the two parents in the 3D color-space coordinate system. This means babies will tend towards the mathematical center, but occasionally one parent's color traits will strongly dominate the outcome, mimicking real-world genetics and providing visual variety within a single hamster family even if you breed the same two parents together repeatedly.
- Outcome Visualizer: You can right-click two hamsters inside the 3D variants layout (
/ahp spawn_all_bases_3D) with the Hamster Tips guidebook to visualize the genetic probability distribution for their offspring via a cloud of Wax On particles. The particle spawning logic uses the exact same probability math that is used when creating babies, so it gives you a perfectly accurate representation of potential outcomes. - Config Settings and Real-time Controls
- Genetic Variance: Adjusts how much a baby's base color can deviate from the exact center between its parents. Think of this as the "length" of the line between the parents.
- Genetic Mutation Rate: Adjusts the random color scatter/mutations applied to babies. Think of this as the "thickness" of the line.
- Simulated Offspring Per Second: Adjust the density of the 3D visualizer particle cloud. Each particle represents a potential baby.
- Real-time Controls: While holding the guidebook, you can dynamically tweak the shape of the genetic probability cloud using the arrow keys: Left/Right Arrows adjust Genetic Variance; Up/Down Arrows adjust Genetic Mutation Rate.
- Server and Client Sync: Since the particle visualizer is driven by the literal server-side breeding math, which is driven by the config for your server, and the changes you make with the arrow keys directly alter that config, the changes will take effect immediately for any future babies.
- Recessive Eye Genetics
- Hamsters now possess dominant (Black) and recessive (Red) eye genetics.
- Red eyes do not exist in the wild. They are genetically tied to the "diluteness" (brightness/saturation) of the hamster's coat. A fully dilute hamster has up to a 50% chance of spawning with a recessive red eye gene. By selectively breeding highly dilute hamsters, players can uncover carriers (
Br) and eventually breed Red-Eyed (rr) variants. Uses punnet squares.
- Baby Growth Mechanics
- You can now feed baby hamsters standard hamster food items to accelerate their growth.
- To balance this with their natural pickiness, a new config option (
Disable Baby Food Refusal) allows you to bypass their desire for dietary variety specifically for babies if you want. This is turned off by default, so to bypass their pickiness you'll need lots of Hamster Food Mix if you want to quickly grow them up. - Feeding baby hamsters visually and mechanically accelerates their growth in smooth, continuous increments, similar to vanilla horses. Their "extra big head" proportions scale dynamically as they grow.
- Breeding Limitations
- Added comprehensive config settings to manage hamster breeding for server owners who want to keep the population under control.
- Added a global
Enable Breedingtoggle (on by default) to instantly shut down all romance. - Added a configurable
Max Breeding Cycleslimit per hamster to stop them from infinitely multiplying (off by default). - Added a
Limit Breeding By Playertoggle. (also off by default). Limits can be assigned per-player based on Minecraft days or Real Life days, or simply capped as a lifetime maximum limit. Includes feedback to explain what's happening when attempting to over-feed beyond the limit. - Added a
/ahp reset_player_breeding_historycommand for server operators to reset their own breeding history. - Added a
/ahp reset_hamster_breeding_historycommand for server operators to reset a specific hamster'stimesBredquota to zero. - Added a convenient "Reset Breeding History" button in the Config screen that executes the command for the user (requires OP permissions).
- Configurable Litter Size
- Added to config sliders allowing you to set the minimum and maximum litter size when hamsters get into hanky-panky. The final size of the litter will be a random number between the min and max.
- Breeder Whitelist
- Added a config list allowing specific players to bypass the global breeding ban. In case your server needs a designated rodent baron.
- Post-Breeding Animation
- Hamsters will now crouch down and lovingly inspect their baby(s) after the litter is born, spawn heart particles, and make affectionate sounds shortly after successfully contributing to your growing population problem.
- Wild Baby Configuration
- Added
Babies Spawn Wildsetting. When enabled, babies are born feral and do not inherit their parent's ownership status, letting multiplayer groups decide who claims them. - When untamed, babies no longer flee from players, making them easier to manage.
- Added
- Parent-Following
- Babies will now randomly select a parent to follow until adulthood, instead of following their owner.
- Wild baby hamsters will switch to following the player if their parent is currently mounted on the player's shoulder. They will automatically resume following the parent once it is dismounted.
- If you want the baby to follow you instead, you must first tame it, then you can break its connection to the parent by right-clicking it with a Lure Item (Cheese by default).
- Added a config toggle to disable the action bar message that warns you when a newly tamed baby hamster refuses to follow you because it's still attached to its parent.
- Age Tracking
- Hamsters now track their absolute lifetime age in ticks.
- Wild hamsters spawn with a random age between 1 and 30 days.
- Added
/ahp set_agecommand to manually override a hamster's age (since older hamsters will start at 0 days old upon updating to this version of the mod). It accepts units (days,months,years) and provides autocomplete suggestions. - If you do not specify a target, it will automatically apply to the hamster you are currently looking at.
- The Jade HUD overlay displays the hamster's age alongside its genetic data.
- Added a new
Display IRL Ageconfig setting that dictates how fast the hamster ages. If true, their age progresses at 1/72nd the normal speed (matching the real-world 24-hour cycle).
- Breeding Inheritance and Visualization Tool
- Performance Improvements
- Significant Overall Improvements
- Flattened the entire visual render layer stack (base coat, wild overlays, breeding overlays, skin, eyes, armor, and accessories) into a single, dynamically composited texture at runtime.
- This completely eliminates all secondary
GeoRenderLayerpasses. Every hamster, regardless of its complex genetics or equipped items, now costs exactly one draw call to render (previously it was anywhere from 2 to 8!), resulting in a massive performance boost. Especially noticeable when numerous hamsters are on screen at the same time.
- Bare-Bones Ultra Performance Mode
- Added a new
Performance Modetoggle in the config (and an assignable keybind) designed specifically for viewing absurd numbers of hamsters simultaneously without melting your GPU. - When enabled, it bypasses the dynamic texture engine entirely (falling back to a single flat texture) and hides almost all the model's geometry.
- The hamsters essentially become grayscale cubes, stripping away nearly all matrix-calculation overhead.
- The Jade HUD overlay will still display their exact genetic information, because the server never forgets what they are actually supposed to look like.
- Added a new
- Significant Overall Improvements
- New Config Settings
- Wild Overlay Configurability
- Added new
Allowed Wild Overlay Zoneslist to theWorld Gen & Lootconfig. This allows server owners/modpack makers to explicitly control which color zones the genetics engine is allowed to use when picking an overlay for a naturally spawning hamster. Defaults to natural colors (WHITE,LIGHT_GRAY,DARK_GRAY, andCREAM). - Added new
Restricted Base ColorsandClashing Overlay Colorslists. By default, these preventCREAMandDARK_GRAYwild overlays from spawning on top ofBLUEandLAVENDERbase coats, as these color combinations tend to look a bit strange visually. - Added new
Enforce Brighter OverlaysandEnforce Muted Overlaystoggles. Allows players to disable the overlay filtering that prevents saturated colors (like Cream) from spawning on muted bases (like Black) and darker colors from being used as overlays on top of lighter bases. - Modifying the overlay settings can dramatically change the number of possible combinations for wild hamsters (3,231 by default).
- Added new
- Red Eye Config Toggle
- Don't like the red eye hamsters? You can visually disable that for your own client via a new config toggle, which makes them appear to have black eyes.
- Friendly Fire Config Toggle
- Added
Prevent Owner Friendly Fireto the Core config toggles. - When enabled, players can no longer accidentally damage their own tamed hamsters. Disabled by default to remain vanilla-friendly.
- In the next update (hopefully), this setting will be tied to a new item: the Acorn Ring. I also plan to integrate with the Trinkets mod so you can use a trinket slot for it.
- Added
- Configurable Cuisine
- You can now configure the nutrition and saturation values for all food items added by the mod (Cucumbers, Green Beans, Food Mix).
- Changed nutrition/saturation values are dynamically reflected in AppleSkin's "on-eat" HUD preview. *Unfortunately due to major API changes between MC versions, this only works on 1.21.1.
- Max Mounted Hamsters Config
- Added a configuration slider under 'Shoulder Hamster Settings > Core Settings' allowing players to limit the maximum number of hamsters that can be mounted simultaneously (1 to 3).
- Wild Overlay Configurability
- Gameplay Mechanics & Interactions
- Tag Mini-Game
- Hamsters can now initiate a playful game of tag. If you maintain eye contact with a hamster for a few seconds, it will squeak and excitedly run away.
- The Chase: The hamster will flee if you get too close and stop to playfully taunt you if you fall too far behind.
- Payoff: Successfully "catching" (right-clicking) the hamster before it gets bored ends the game triggers a celebration. The hamster will then spit out a random item from its cheek pouches as a gift (pulling from the configurable cheek pouch loot lists).
- Stranger Danger: By default, you can play tag with wild hamsters and hamsters owned by other players. (Can be disabled in config).
- Configurable Limits and Rewards
- Added configs to control how often they want to play, the cooldown between games, and an anti-abuse cap on how many times a single player can play the game per in-game day (so they can't farm rewards).
- Added configs to control rewards: By default, hamsters will randomly pick an item from their configurable "Cheek Pouch Loot" list (the list of potential items a wild hamster might spawn with). The item does not have to be in the hamster's cheek pouch for it to give it as a gift.
- That can be disabled, in which case the hamster will choose the gift from a separate "Custom Tag Rewards" list in the config, which means you can make your hamster give you a diamond or any modded item (or whatever you want) when you catch it after a game of tag. Only server moderators can modify this of course.
- Dynamic Gaze
- Hamsters will now sustain eye contact with you indefinitely, provided you are nearby and continue looking back at them, and of course as long as they don't start a game of tag.
- Hamster Yeet Overhaul
- Thrown hamsters are now officially registered as
ProjectileEntityinstances while airborne. This provides automatic, out-of-the-box compatibility with external mods that use targets or hoops (such as the Tin Hoops in Caverns and Chasms). - Thrown hamsters now experience dynamic physics upon impact. They will ricochet backward off of walls and entities, or skip forward when hitting floors and ceilings.
- Thrown hamsters now dynamically query and broadcast the native sound of the block or entity they strike (including modded blocks/entities).
- Impact physics are magnified when hitting Slime blocks, and completely absorbed by Honey blocks.
- Added a new config toggle (true by default) allowing thrown hamsters to damage their owner. Throwing your own rodent straight up in the air will now result in a realistic, concussive reunion on the way back down.
- Thrown hamsters are now officially registered as
- Precision Tree Heists
- Right-clicking Oak Leaves with a lure item (Cheese) while a hamster is on your shoulder will now initiate a "Precision Tree Heist."
- This sets that specific leaf block as the guaranteed exit point for the hamster.
- While a precision heist is active, right-clicking in the air with the lure item will set the hamster's exit direction to match the direction you are currently looking.
- Why? This allows you to precisely control the exact block and angle by which your hamster will exit the tree, which makes for much more predictable recording sessions.
- Moonwalking Easter Egg
- Name your hamster "Michael Jackson" or "Steve Irwin" and it will rotate backwards and remain that way until you change the name again.
- Expanded Default Diet
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
#c:seedsand#forge:seedsto ensure compatibility across all versions and mod loaders.
- Hamsters can now eat seeds from almost any mod out-of-the-box. Added a robust union tag to the default config that automatically syncs with
- Tag Mini-Game
- Failsafes & Rescues
- Teleport Rescue Protocol
- Overhauled how hamsters follow you across vast distances or dimensions (e.g., when using Waystones).
- Instead of relying on their tiny legs and pathfinding AI to catch up, your player code will now safely scoop up any actively following hamsters (and their babies if the babies are following them), hold them in a little NBT pocket while the world loads, and drop them at your new location 0.75 seconds later.
- Void Rescue Protocol
- If a player falls into the void and dies with hamsters on their shoulders, the hamsters will no longer spawn in the void and immediately perish. The system will safely teleport them back to their linked bed. If they do not have a linked bed, they will be sent to the player's personal respawn point or the world spawn.
- Teleport Rescue Protocol
- UI, HUD, & Audio
- Jade Integration
- Added comprehensive Jade overlay integration that reveals a hamster's exact genetic makeup (base coat, wild overlay, breeding overlay, eye genotype, etc.) when you look at them.
- Enabled without needing to turn on debug mode to help with breeding.
- Fully customizable. Each setting comes with its own toggle, and you can decide which ones show up when you sneak to keep the Jade HUD de-cluttered.
- GUI Renaming System
- Players can now rename their hamsters directly from the Hamster Inventory screen.
- Features dynamic down-scaling to ensure long names always fit perfectly within the UI constraints.
- An interactive pencil icon and underline display when hovering/typing.
- New Config Options (
UI & Quality of Life > Hamster Renaming)Enable GUI Renaming: Master toggle for the feature.Consume Name Tag: Forces players to sacrifice a Name Tag from their inventory (or the hamster's cheeks) to finalize the rename.Pencil Icon Placement: Allows swapping the icon to the left or right of the text for those who read in different directions.
- New Audio & Visuals
- Added a brand new
anim_hamster_cheek_unloadanimation used for gifting items, complete with item and spit particle effects. - Added 4 new scratching sound variations for the cleaning animation, and switched to keyframes for the SFX to make it less repetitive and more realistic. This also has the side effect of muting the sound effect if the hamster is not on screen, and thus not being rendered. This means you will no longer hear nearby hamsters cleaning unless you can also see them.
- Added dynamic item sounds (clink, squish, thud, etc.) to the new gifting sequence.
- Added a brand new
- Jade Integration
- Commands & Admin Tools
- Advanced Spawning & Testing Commands
- Added
/ahp spawn hamster <basePalette> <wildPattern> <wildPalette> <breedPattern> <breedPalette> <eyes>. This command features a custom Brigadier auto-complete engine that suggests exact, human-readable palette and pattern names as you type, allowing you to easily test specific genetic combinations. - Added
/ahp spawn_all_bases_2D. Systematically lines up every single hamster color base in the game (including custom community additions), sorted cleanly into rows by their dynamically determined, mathematical color zone. - Added
/ahp spawn_all_bases_3D. Spawns the hamsters hovering in a physical 3D "cylinder" representing their Hue/Saturation/Brightness coordinates. This is useful for the Breeding Inheritance and Visualization Tool (see below).- Hue = the degree of the circle (0-360)
- Saturation = the radius of the circle (more saturated colors are closer to the edge)
- Brightness = the height of the cylinder (brighter hamsters are closer to the top)
- By default, each
/ahp spawn_all_bases...command spawns just the 45 base colors, but each one comes with 3 optional arguments to change the number of hamsters spawned:
[with_wild_overlays]Displays all 3,231 hamster variants that can spawn naturally in the wild.[with_sample_breeding_overlays]Displays genetic combinations of every wild hamster but adds in a small sample of three breeding overlays (Tortoise Shell, Silver, and Rust). Due to the triple-multiplication math involved, this heavily increases the total number of hamsters spawned (from 3,231 up to 9,693) creating a much bigger display.[author]only uses color palletes from a certain author (e.g.,jimcerberusordefault).
- Added
/ahp spawn_all_possible_permutations_THIS_CAN_BREAK_YOUR_WORLD. Exactly what it sounds like. Don't run it unless you have a super-flat world, a fire extinguisher for your PC, and a lot of patience. Note that every time I have run this command, my server tick speed never quite returned to baseline— even after deleting all the hamsters that were spawned using/kill @e[type=!player]. - Added
/ahp print_genetics_reportcommand, allowing server operators to recalculate and view the current 3D color-space math of the genetics engine at runtime. Useful because it dynamically updates its readout based on your exactAhpWorldGenConfigwild overlay settings, so you can see how your changes are affecting the total possible variant numbers without having to spawn them all.
- Added
- Tree Heist History Command
- Added
/ahp reset_tree_economyfor quick clearing of tree depletion memory without needing to open the config screen.
- Added
- Advanced Spawning & Testing Commands
- Advancements
- Advancement: Carat Confusion
- Triggers when a hamster leads you to Gold Ore instead of Diamond.
- Advancement: Load-Bearing Human
- Triggers when you mount 3 hamsters simultaneously (Right, Left, Head).
- Genetic Progression Advancements
- Added "The Collector" advancement path tracking unique wild variants tamed (up to dynamic maximum based on configuration limits).
- Added "The Breeder" advancement path tracking unique bred combinations (up to 1,000,000).
- Added a conditional advancement "Seeing Red" for successfully breeding the recessive eye trait. Does not trigger if red eyes have been turned off in the config.
- Implemented high-performance, non-bloating NBT storage using IntArrays to track thousands of
HamsterGenomehashes without lagging the player entity.
- Advancement: Carat Confusion
- Guidebook Enhancements
- Guidebook Delivery Fallback
- Added a new configuration option that acts as a fallback for modpacks that disable auto-guidebook delivery on login.
- If enabled (default), players will automatically be given the Hamster Tips guidebook and receive a chat prompt the very first time they spot a wild hamster from <=10 blocks away.
- Targeting calculation includes wiggle room to ensure the event triggers even if the player's crosshair isn't perfectly on the hamster's hit box.
- Only triggers once, and only if the player has never yet received the guidebook (regardless of current inventory status).
- Lectern Reading
- Added code for placing the Hamster Tips guide book into a lectern and an event handler so you can read it. You can now display your rodent knowledge in your base or wherever.
- Hamster Tips Guidebook Improvements
- The Hamster Tips guidebook now uses a custom string processor to pull live data directly into the text, so I can do things like automatically displaying the exact number of mathematically possible wild variants or the name of your dynamically configured Lure Item instead of hardcoding "Cheese".
- Updated the "Regional Rodents" entry to explain the new biome-adaptive color logic, Wild Overlays and Jade integration.
- Added a new "Breeding" entry in The Hamster Life chapter detailing the genetic mechanics, recessive red eyes, and feral youth mechanics.
- Added a new "Admin Commands" entry in The Kitchen Drawer chapter detailing the various new (and old) commands the mod has to offer since some of them (especially the new ones) are super useful.
- Guidebook Delivery Fallback
- Pixie-Dust Crown for Supporters
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Pixie Dustparticle system featuring a dense, short-lived, shimmering effect. - Emits a subtle sparkling sound and includes 5 different themes (Gold, Crimson, Lavender, Ice, Emerald) by manipulating the HSB color values of a single grayscale texture at runtime.
- Automatically hides in first-person view to prevent visual obstruction.
- Powered by a remote manager that pulls configuration data asynchronously from GitHub and caches it for offline use. You will need to briefly connect to the Internet while launching Minecraft at least once to verify your ownership of the Crown. After that you can play offline and still see it!
- Configurable Aesthetics
- Added a new
Supporter Perksconfig group. - Added a global toggle to disable rendering of all crowns if you hate fun.
- Added a global toggle to disable sound effects of all crowns.
- Added a local toggle to allow rendering your own crown in first-person mode if you want to both obstruct your view and thrill yourself.
- Added sliders for sound volume, particle count, crown radius, crown height, crown thickness, and vertical offset.
- Added a new "Toggle Supporter Crown" keybind allowing users to show/hide their own crown from both themselves and the rest of the server. A single press cycles the crown to the next available color theme, while a double-tap toggles the crown's visibility.
- Supporters can pick their own crown color. Your preference syncs instantly to all other players looking at you utilizing
DataTrackernetworking.
- Added a new
- Added a dynamic, spinning, bobbing particle crown that renders above the heads of mod supporters. Uses a custom
Changed
- Location-Centric Spawning Overhaul
- Completely rewrote the world generation spawning logic. Instead of mapping individual hamster colors to biomes, biomes are now grouped into 9 "Spawning Environments" (e.g., Icy, Sandy, Forest, etc.)
- Each environment rolls against weighted hamster color groups. This ensures that whether a texture is procedurally generated or community-made, it mathematically evaluates its own color and automatically spawns in a biologically appropriate location.
- Diamond Sniffing Visuals & Audio
- Added directional animations to indicate whether a buried diamond ore is above or below the hamster when it's sniffing for one and the path is obstructed.
- Added a dynamic "quick bounce" animation that intermittently triggers when the diamond ore is hidden somewhere above the hamster.
- Added a new head-shake sound effect that plays when the hamster is sniffing for ore and gets confused.
- Sweet Potato Easter Egg
- The "Sweet Potato" Easter egg now applies a unique custom texture to the hamster, thanks to @jimcerberus!
- Renaming a hamster "Sweet Potato" hides its normal genetics (base coat, overlays, and eye color) without permanently deleting them.
- Sweet Potato hamsters can still breed, and their offspring will genetically inherit traits mathematically blended from the sweet potato's unique color palette, but they do not spawn in the wild.
- Jade HUD Config Settings
- Added a new "Jade Overlay Settings" section to the config under "UI & Quality of Life".
- Displays complex genetic info (Age, Base Coat, Wild Overlay, Breeding Overlay, Eye Color) by default.
- Added a "Require Sneaking" toggle (disabled by default) allowing you to hide the genetic overlay unless you are actively sneaking.
- Added individual toggles for every piece of my custom genetic info shown in the Jade overlay.
- Added additional toggles for selectively disabling default Jade info lines (Name, Health, Growth Time, Owner, Inventory) specifically for hamsters without impacting other entities, and a toggle to link their visibility to the player's sneaking state, allowing you to completely customize the HUD to your liking.
- Built a smart-formatting engine so that community texture IDs are automatically converted into localized, human-readable titles on the HUD (e.g.,
cheesecake_mocha.png-> "Cheesecake Mocha").
- Statue Performance & AI Toggling
- Hamsters spawned with their AI disabled will now completely freeze their animation playback and no longer emit ambient idle squeaks. This attempts to reduce client-side rendering lag when hundreds of thousands of hamsters are on screen for testing, but Java itself struggles with that many cubes on screen, so it's still laggy if you try to look at 2 million+ hamsters simultaneously.
- You can now tame an AI-disabled hamster, which will instantly "wake it up" and turn it into a real, fully functional hamster.
- Added an
Allow Taming to Re-Enable AItoggle to the config in case you're a server owner who wants to sell specific hamster breeds in a shop. If you have OP permissions on your server, you can turn this off to prevent players from taming and "waking up" frozen hamsters, allowing them to be used as shop displays or decorative statues.
- Mod Page/README
- The README was functioning as a marketing poster, a technical manual, a credits roll, and a tutorial. That is too many jobs for one file.
- It was getting too large, so I have reorganized it, reworded it, and split a few things off into other easily accessible files, so the README only has one job now.
- Mount Priority
- Changed default config value to
HEAD_FIRST.
- Changed default config value to
- Action Bar Config Toggles
- Grouped all action bar message toggles (Shoulder Dismount, Tree Heist Start, Bed Break, Tamed Baby Warning, and Display Duration) into a new "Action Bar Messages" sub-category under "UI & Quality of Life" for easier access.
- Guidebook
- Updated Hamster Bed entry to explicitly mention the Totem of Undying requirement for respawning.
- Guidebook Effects
- If you obtain the Hamster Tips guidebook while viewing a chest or crafting screen, the "rediscovered" visual and audio effects will now be postponed until you close the screen, ensuring the effects do not play while you're looking at your inventory.
- If you keep the screen open for longer than 5 seconds after obtaining the book, the effects are silently cancelled.
- Cucumber Rebalance
- Sliced Cucumbers are no longer inexplicably nutritious. Their default food value has been dropped from 2 hearts to 0.5 hearts to match items like Dried Kelp.
- Hamster Hitbox Adjustment
- Shrunk the physical hitbox of hamsters by 15% to more accurately match their actual visual model size.
- Note: Because the bounding box is now smaller, you will need to aim slightly more accurately when trying to interact with a hamster.
- Patchouli Version
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
1.21.1-93. - You must update Patchouli to the latest version or the game will not launch.
- Updated the internal guidebook generation logic to accommodate API breaking changes introduced in Patchouli version
- Shoulder Animation Configs
- Replaced the single
Forced Animation Statesetting with three distinct settings. You can now independently force the Head, Left Shoulder, and Right Shoulder hamsters into specific animation loops (when dynamic animations are disabled).
- Replaced the single
- Tree Heist Exits
- Hamsters will now perform a small outward jump, launching themselves away from the tree upon successfully completing a Tree Heist.
- Breeding Cooldown Config
- The config setting for breeding cooldown has been changed from Ticks to Seconds to make it significantly easier to manage with the slider.
Fixed
- Config Live Changes
- Fixed an issue where changing settings in the
World Gen & Lootconfig (such as wild bush or hamster spawning settings) required a full game restart to take effect. Saving changes to any config now recalibrates the mod's logic caches on both the client and the server.
- Fixed an issue where changing settings in the
- Visual Rotation Glitch
- Attempted to fix an issue where using teleportation mods (like Waystones) or interrupting animations could cause the hamster's model to become permanently rotated backwards or upside down on the client side.
- I can't be 100% certain about this fix yet, because no one has been able to figure out exactly what causes it and I can't re-create it myself, so let me know if you run into it.
- Hamster Stretching with Shaders
- Fixed a visual bug where hamsters would stretch to extreme sizes during multiplayer server lag or when pausing the game.
- Dismount Bug
- Fixed an issue where holding down the Sneak key for more than a second would cause the OS's auto-key-repeat feature to spam the game with inputs, dismounting all of your shoulder hamsters rapidly.
- You can now safely hold Sneak without losing your friends.
- This bug has existed ever since the double-tap setting was added, but I hadn't found it because I usually play with Sneak set to "Toggle" (which means I have no reason to hold it down for extended periods).
- Memory Optimization
- Implemented pre-caching for texture identifiers and simplified rotation math in the render loop to eliminate extra memory objects being generated every frame.
- Spanish Localization
- Some strings in the Hamster Tips guidebook were still outdated (i.e., the Accessories and Sunflower pages).
- Malformed Recipe
- The
sliced_cucumber_from_cutting_board.jsonrecipe for compatibility with Farmers Delight failed to load on 1.20.1 due to a typo.
- The
- Acorn Inflation
- Fixed a decimal point error where Oak Leaves dropped Acorns at a 5% rate instead of the intended 0.5% (now it correctly matches vanilla Apple rarity).
- Guidebook Effects
- Fixed an issue where moving the Hamster Tips guidebook around in your own inventory would sometimes re-trigger the "rediscovered" sound and particle effects.
- Added a 30-second grace period to the guidebook tracking system. Prevents the effects from spamming if you move it between inventories, or drop it and pick it back up.
- Pink Petals Bug (1.20.1 only)
- Fixed an issue where Pink Petals would visually apply to all three locations simultaneously when first equipping them or reloading a world.
- Hamster Bed Linking
- Reduced the maximum stack size of Hamster Beds to 1. Not only does this feel like the way it always should have been, it resolves an issue where holding a stack of beds and right-clicking a hamster would link the entire stack simultaneously.
- Invisible Hamster Glitches
- Solved a vanilla Minecraft issue where hamsters (and other pets) get left behind in unloaded chunks because their AI stops ticking before they can teleport.
- Fixed a related bug where teleporting hamsters would sometimes successfully arrive but remain completely invisible to the client until you relogged. The new Teleport Rescue Protocol bypasses these vanilla quirks entirely.
- Overhauled shoulder-hamster data synchronization to prevent them from becoming invisible upon player respawn if they were configured to respawn with the player when the player fell into the void.
- Ghost Bed Crash
- Fixed a server crash that occurred when a hamster's linked bed was destroyed while the hamster was sleeping or unloaded. Hamsters will now detect the missing bed, cancel their sleep effects, and unlink themselves to prevent future issues.
- Bed State
- Fixed an issue where chunk load order could occasionally cause a sleeping hamster's bed to visually revert to an "unoccupied" state across server restarts.
- Shoulder Hamster Physics
- Capped the maximum vertical offset in the shoulder hamster physics simulation. This prevents hamsters from visually floating too far off the player's shoulders during long, extreme falls.
- This was mostly an issue with resource packs that add cool player animations to the arms. The shoulder hamsters are locked to the arms of the player, so when the arms go out to the sides during a fall, the shoulder hamsters would cross over the midpoint of the head. This doesn't fix the issue 100% (I'm not sure if that's even possible with pretty player animations) but makes it a bit less obvious.
- Shoulder Cleaning Loop
- Fixed a bug where a hamster mounted to the player's shoulder mid-cleaning would get permanently stuck in the cleaning animation when it was supposed to be sitting while on the shoulder.
- Jade Debug Overlay
- Fixed an issue where the Jade debug toggle book-interaction failed to update the client config on dedicated servers.
- Non-Dynamic Taming Food
- Fixed a bug where wild hamsters would still flee from players attempting to tame them using anything other than Sliced Cucumber. Now correctly uses the configurable "Taming Foods" from the config.
- Suicidal Hamsters
- Hamsters will no longer choose to run through lava or fire when cornered and fleeing from a player. They will now properly recognize these hazards as completely impassable terrain.
- Immersive Engineering Compatibility
- Fixed a data formatting error in the Garden Cloche recipes for cucumbers and green beans that caused the game to crash upon world creation or loading. (Thanks to @CasualAnimalEnjoyer for the fix!)
3.5.0-1.20.1+forge
beta8 февраля 2026 г.The Tactical Fluff & Tree Heist Update
The hamsters were too squishy. This update introduces enchantable armor, a new accessory, and configurable bed respawning. I may have also added a questionable, overengineered method of deforestation, configurable loot injection, farming mechanics, and quality-of-life features while I was at it... and TONS of other stuff. It’s a big one. Brace yourself.
Added
- Hamster Armor System
- Acorn Armor: The biodegradable base tier. Crafted from Acorn Shards and an Acorn Hat. It works like Wolf Armor— completely negating damage until it breaks.
- Tiered Upgrades: Use the Smithing Table to plate your Acorn Armor with Iron, Gold, Diamond, or Netherite using new Smithing Templates found in places where normal smithing templates are usually found.
- Tactical Perks (Configurable):
- Iron: Reduces wind resistance, granting extra flight velocity.
- Gold: Lightweight; grants extra movement speed.
- Diamond: Shiny; cures kleptomania. Hamsters wearing diamond armor will fetch valuables instead of stealing them.
- Netherite: Dense; grants increased throw inertia and knockback resistance.
- Enchantment Support
- Hamster Armor can accept Frost Walker, Fire Protection, Soul Speed, Mending, and Unbreaking.
- Note: Protection, Thorns and Feather Falling are intentionally excluded because hamsters don't take fall damage and Hamster Armor negates 100% of incoming damage until it breaks.
- Got any ideas for other enchantments that should be supported? Let me know on Discord.
- Tree Heist Mechanic
- The Trigger: Throw your hamster at an Oak Tree (or dismount them while staring at Oak Leaves) to initiate a heist.
- The Simulation Architecture:
- Intelligent Canopy Mapping Algorithm: Upon impact, a Gradient Descent Scan locates the trunk anchor. Then a Breadth-First Search utilizes leaf distance gradients to intelligently segment overlapping foliage, allowing the system to isolate and map the specific 3D shape of a single tree, even within a dense forest where the leaves are all touching.
- Proxy Entity: Your physical hamster is temporarily swapped for an invisible, weightless
TreeSearcherentity. This proxy physically navigates the mapped leaf volume for that specific tree in real-time, randomizing its path to "rummage" for acorns. - Spatial Integrity: The system verifies the tree's structural integrity every second. If you chop the tree down while a heist is active, the proxy detects the destruction, forces an emergency eject, and your hamster exits.
- Visual & Audio Fidelity:
- Reactive Foliage: A deterministically randomized physics simulation makes the leaves physically jiggle and shudder as the proxy moves through them. Each block has a unique oscillation pattern derived from its coordinates, further selling the "scurrying" effect.
- Dynamic Audio: Sound sources track the invisible proxy's position, meaning you can hear exactly where your hamster is inside the canopy.
- The Economy: Trees possess persistent "profitability" memory. Over-farming the same coordinates depletes yields until your hamster finds nothing and pouts.
- Lost Hamster Rescue Protocol
- Added a new quality-of-life feature for wander mode. If a hamster is unable to find a path back to its bed while wandering, simply go to sleep in your own bed.
- When you wake up, any of your stuck hamsters will have "found their way" (teleported) back to their beds and will be sound asleep.
- Requires the hamster to be loaded and the bed to be unoccupied.
- Configurable Action Bar Duration
- Added a new setting in "UI & Quality of Life" to adjust how long action bar messages stay on screen so now you can actually read them. I couldn't find a mod that did this so I just added it myself. Defaults to 5 seconds (vanilla is 3 seconds), adjustable up to 15 seconds.
- Hamster Tips Guide Book to Custom Creative Tab
- Registered the guide book item in the Adorable Hamster Pets creative menu group.
- Linked my custom Advancements tree to the Guidebook with a star-shaped button on the landing page.
- Hamster Tips Guidebook Chapters
- New "Acorn Armor" Entry: Explains how to throw your pet at a tree for profit, and how to forge nuts into armor.
- New Category/Chapter: "Loot & Scavenging" – detailing the new loot locations and configurability.
- Acorn Hat Accessory
- Increases Tree Heist profitability by 2x, yielding more acorns. Fashionable and functional.
- Acorn Shards Ingredient
- Processed Acorns used to construct the base armor.
- New Inventory Slots
- Added dedicated "Bling" and "Armor" slots with interactive UI sounds.
- 10 Advancements
- "Tree Heist" (Start a Tree Heist)
- "Return on Investnut" (Obtain an Acorn)
- "Ecological Menace" (Exaust a tree's supply)
- "Industrial Nutcracking" (Obtain Acorn Shards).
- "Hardened Salad" (Craft Acorn Armor)
- "Squirrel Cosplay" (Equip Acorn Hat)
- "Expensive Therapy" (Craft Diamond-Plated Acorn Armor)
- "The Immovable Object" (Craft Netherite-Plated Acorn Armor)
- "MURDERER" (Kill a hamster)
- "Rodent Reckoning" (Be killed by a hamster)
- Hamster Bed Respawning
- Added a configuration toggle (
enableRespawnInBed) to allow hamsters linked to a bed to respawn there upon death. Disabled by default so fit the mod's vanilla-friendly theme. - Respawning hamsters retain their inventory, name, and owner. They may not retain other attributes added by external mods.
- Added tooltips to the Hamster Bed item and Jade overlay indicating if respawn is active.
- Added a new page to the Hamster Bed entry in the Hamster Tips guidebook explaining the feature.
- Added a configuration toggle (
- Dynamic Aerodynamics
- Hamsters now react to gravity with appropriate drama. The "Flying" animation and dynamic nose-dive rotation logic are no longer exclusive to the Hamster Yeet.
- Any significant fall— whether it's jumping off a ledge or popping out of a tree— will now automatically trigger the flight pose and dynamic pitch rotation (uses smooth cosine interpolation), ensuring they always look like they are falling.
- Global Loot Table Injection
- Common Loot
- Items: Cucumber, Green Bean, and Sunflower Seeds.
- Locations: Villages (Houses, Butchers, Shepherds), Dungeons, Mineshafts, Shipwrecks, Outposts, Small Underwater Ruins, Trial Chamber Supply chests.
- Uncommon Loot
- Items: Standard Armor (Acorn, Iron, Gold).
- Locations: Desert Pyramids, Jungle Temples, Igloos, Ruined Portals, Village Blacksmiths, Large Underwater Ruins.
- High-Tier Loot
- Items: Diamond Armor and Basic Upgrade Templates (Iron, Gold). (Also Netherite Armor, if enabled in config).
- Locations: Nether Fortresses, Bastions, Stronghold Corridors, End Cities, Ancient Cities, Trial Chamber Reward chests.
- Legendary Loot
- Items: Accessories (just the Acorn Hat for now) and Advanced Upgrade Templates (Diamond, Netherite).
- Locations: Woodland Mansions, Buried Treasure, Stronghold Libraries, Ominous Trial Spawners.
- Configuration:
- Check the World Gen & Loot config to adjust the drop chance for every single category listed above, or disable them entirely. Requires a restart to take effect, which is why I put it in the World Gen & Loot config so you can modify it before loading into the world.
- Common Loot
- Wild Cheek Pouch Loot
- Wild hamsters now have a chance (Default 50%, Configurable) to spawn with scavenged items (seeds, nuggets, etc.) in their cheek pouches.
- Context-Aware Scavenging: Hamsters found in caves have a unique loot pool containing raw ores, glowing berries, and other subterranean treasures. I did not add Diamonds to the list, but you can certainly do that yourself in the config.
- Lopsided Cheeks: There is a 60% chance the loot will spawn in only one cheek, creating a cute, asymmetrical look.
- Logic: These items drop on death (also configurable), or persist when tamed— meaning if you tame a wild hamster with full cheeks, you get to keep the loot once you unlock the pouch.
- Configuration
- The World Gen & Loot config includes an "Extra Loot" list. You can define exactly what items wild hamsters spawn with (even items from other mods) and tweak their rarity separately from the default loot list, which is also configurable. Requires a restart to take effect.
- Sunflower Farming
- Plantable Seeds:
Sunflower Seedscan now be planted to grow the custom 2-block tall Sunflower. - Bonemeal Duplication: Right-clicking a fully grown custom Sunflower with Bonemeal now drops a vanilla Sunflower item, matching vanilla tall-flower behavior.
- Plantable Seeds:
- Head Mount Priority
- Added a "Mount Priority" setting (
Shoulders FirstvsHead First). - You can now configure hamsters to prioritize the Head slot before filling the shoulders, allowing a single hamster to be mounted on the head. It's kind of my new favorite thing to do. I'm even considering making it the default lol. Let me know your thoughts in the Discord server!
- Added a "Mount Priority" setting (
- Gust Volume
- Added a volume slider for the "Gentle Breeze" sound effect used by Hamster Bedding particles. In some modded environments with mods like Sound Physics Remastered, the gust SFX was not loud enough to be audible.
- Configurable Ore Seeking
- Added new
celebrationOres(Desirable Ores) andsulkingOres(Disappointing Ores) lists to the config. - You can now define exactly which blocks your hamster gets excited about (or disappointed by) using Block IDs or Tags.
- This affects both the Shoulder Hamster Alert and the Independent Seeking behavior.
- Added new
- Sitting Headshake
- Added
anim_hamster_sitting_headshakefor when a hamster refuses food while sitting. - The food refusal logic now intelligently selects between sitting, standing, and moving headshake animations.
- Added
- Missing Guidebook Warning
- Added a client-side check that runs 3 minutes after joining a world (configurable).
- If the player is missing the guidebook, a dramatic, clickable chat message appears, offering to open the config screen to reclaim it.
- Includes a solemn oath to read the manual before asking questions in Discord.
- It cannot be disabled. Too many players have come to the Discord asking questions that are answered directly in the guidebook. Upon further investigation, I find they did not get the guidebook and didn't know about it, because the creator of their modpack turned off auto-delivery.
- This warning persists across servers/worlds so it only triggers once per person on single player, and once per person per server on multiplayer (unless reset in config).
- Configurable Wander Interval
- Added a slider to the Config to control the probability of a hamster deciding to wander.
- Setting this to 0 completely disables idle wandering, useful for keeping them stationary for photos or specific builds.
- For now, this will affect all hamsters. I'll add a specific photo shoot feature later.
- Configurable Look At Player Duration
- Added a "Look-At Duration" slider to the config.
- Controls how long hamsters stare at you before getting distracted.
- The Math: Actual duration =
Config Value+Random(0 to 4 seconds). - Example: If set to 60 ticks (3s), they will look for anywhere between 3 and 7 seconds.
- Hamster Riding (Commissioned by @Saint_Victus)
- Added a new configuration option: "Enable Hamster Riding" under a new "Commissioned Features" category.
- Adds a keybind (
Ride Hamster, unbound by default) that allows you to mount a hamster. - Dynamic Rider Visuals
- I hooked into the Geckolib rendering pipeline so players riding a hamster physically attach to the
body_childbone. - This means riders will bob, sway, and rotate in perfect sync with the hamster's running animations instead of floating statically on top.
- I hooked into the Geckolib rendering pipeline so players riding a hamster physically attach to the
- Mechanics
- You can ride any hamster (even wild ones), but you can only control hamsters you own (includes jumping!)
- Riding an unowned hamster results in an uncontrolled ride (like a pig without a carrot).
- Riding your own hamster disables its Wander Mode to give you full control.
- Unofficial capacity
- This commissioned feature doesn't fit the theme of the mod, so this changelog is the only place you'll find it mentioned.
- Legacy Forge Support (Thanks to @Konkeeztador!)
- Added data structures and loading conditions to ensure the mod tags/recipes load correctly on the legacy Forge loader.
- Mod Compatibility Improvements (Thanks to @CasualAnimalEnjoyer!)
- Added conventional
ctags for Cheese to improve cross-mod compatibility.
- Added conventional
- Supplementaries Compatibility
- Hamsters can now be caught in Cages from the Supplementaries mod. (Thanks to @just_a_cricket for the built-in datapack!)
- To enable catching of wild hamsters, go to
config > supplementaries-common.json > functional > cage > require_tamingand turn it off.
- Botany Pots Compatibility
- Added support for Botany Pots. You can now grow Cucumbers, Green Beans, Sunflowers, and the Wild Bushes in pots! (Thanks to @CasualAnimalEnjoyer for the built-in datapack!)
- Hamster Bedding can also be used as a fertilizer in the pots.
- Configurable Biome Tag Exclusion:
- Added a new
Exclude Biome Tagslist to the World Gen config. By default, this now excludes#minecraft:is_oceanand#minecraft:is_riverto prevent spawns in those biomes regardless of other settings.
- Added a new
- Glowing Sunflowers (Easter Egg)
- Added a rare event where my custom sunflowers will emit light at night, accompanied by magical particles. Rare enough that it is highly unlikely for it to affect multiple sunflowers simultaneously.
- Includes a hidden advancement ("It Can't Be True!") for players who witness the phenomenon up close.
- Configurable via the 'Sunflower Settings' in the World Gen config.
- This is a reference to the Kikoriki cartoon, 'It Can't Be True' episode, around the 3:22 mark. This feature wasn't really on my agenda, but @CasualAnimalEnjoyer requested it and I added it as a personal thank-you to them for their massive help with mod compatibility and bug fixing.
Changed
- Animations
- Updated the crash animation to make it cuter. Now instead of landing flat, the hamster bounces multiple times on its face. Includes sound effects!
- Geckolib Version ← UPDATE OR YOUR GAME WILL NOT LAUNCH
- Updated required Geckolib version from 4.7.3 to 4.8.3 (it was way out of date) to fix animation flickering issues. It may also fix other issues that I had not come across yet— it was literally 10 versions behind lol
- Diamond Stealing AI
- Refactored the diamond stealing behavior system. Hamsters now intelligently switch between "Theft Mode" (Taunting) and "Delivery Mode" (Presenting) based on the item type and their current equipment. (Configurable)
- Refusal Interactions
- Attempting to open a locked cheek pouch now triggers the same new intelligent headshake animations (sitting/standing/moving) used for food refusal.
- Item Stealing
- Hamsters now use their sprinting animation/speed (1.5D) when running towards a diamond to steal it, matching their flee speed. Originally I had them walking at normal speed so as not to alert the player that they were about to steal the diamond, but I changed my mind and I think it's a lot cuter if they sprint over to it.
- Yeet Physics
- Thrown hamsters now apply Knockback to the entities they hit. The force is calculated based on the hamster's velocity, so faster throws = harder hits.
- Pink Petal Accessories
- Updated rendering to use 3D models instead of flat texture overlays.
- Petals now have depth and similar positioning on the hamster's head, side, and back.
- Audio Effects
- Added support for the
hamster_thump_soundkeyframe in the crash animation, triggeringModSounds.HAMSTER_THUMPfor extra dramatic effect.
- Added support for the
- Wild Bush Textures
- Thanks to @jimcerberus for giving the textures for Wild Green Bean and Wild Cucumber bushes a fresh new look!
- Dynamic Bed Tooltips
- The Hamster Bed item and Jade tooltips now dynamically display the names of the configured Lure and Repellent items, ensuring the text matches your config settings.
- Hamster Spawning:
- Black hamsters now spawn in Lush Caves and Dripstone Caves.
- Update Notifications
- Migrated the update notification system to pull from the primary source repository, deprecating the legacy public asset repo.
Fixed
- Biome Spawning Logic
- Refactored the internal configuration to use custom union tags instead of raw convention tags (e.g.,
adorablehamsterpets:is_caveinstead ofc:is_cave). I had already made my own internal union tags months ago (which point to the Fabric's convention tags for 1.21.1 and Forge tags for 1.20.1), but forgotten to actually point to them in the config. - This fixes a long-standing issue where some hamster variants were not spawning correctly in certain biomes, despite the config saying otherwise. I discovered this when I noticed black hamsters were not spawning in caves, but there were probably other spawn variant issues as well which will now be resolved.
- Refactored the internal configuration to use custom union tags instead of raw convention tags (e.g.,
- Guidebook Entry Index Overflow
- Refactored my custom text-wrapping and pagination mixin logic in the Hamster Tips guidebook index.
- Entry titles in the Entry Index now correctly flow into new pages instead of overflowing off the bottom of the book interface.
- Ore Seeking Logic
- Fixed a bug where hamsters ignored buried "Disappointing Ores" (Gold) even when configured to make mistakes, due to checking for exposed blocks instead of hidden ones.
- Shoulder Hamster "Mutant" Splitting Glitch
- Fixed a visual bug on Forge/NeoForge (caused by Oculus/Iris) where shoulder hamsters would visually "split" into two overlapping models causing a z-fighting flicker effect.
- This was caused by the animation controller randomly switching between the two idle animations every frame. They now deterministically pick one based on their personality ID.
- Cheek Pouch Refusal Animation
- Fixed a bug where the "No" headshake animation wouldn't play when trying to open a locked cheek pouch. (Caused by a mismatch between the animation controller name
stationary_headshakeand the code callingstanding_headshake). - The refusal logic now intelligently selects between sitting, standing, and moving headshakes.
- Fixed a bug where the "No" headshake animation wouldn't play when trying to open a locked cheek pouch. (Caused by a mismatch between the animation controller name
- World Gen Config
- Some of the groups had "collapsedByDefault" set to "false" which was making it messy.
- Config Issues
- Fixed a few mistakes in the "Falling Leaf Settings > Static Drift Angle" config tooltip. It now correctly assigns degrees to angles.
- Fixed a bug where configuration options (like "Top Left", "Near", "Single-Press") appeared untranslated in the config screen.
- Sunflower Regrowth
- Drastically reduced the default time it takes for sunflowers to regrow seeds (Was ~2.8 hours, now ~10 minutes). My original idea was for it to feel like each sunflower gives you one set of seeds, and that's definitely how it felt until now. This change will put it more in line with the rest of Minecraft farming.
- Inventory Label Alignment
- Updated the Hamster Inventory screen to dynamically center text labels ("Left/Right Cheek", "Bling", "Armor") over their respective slots.
- This ensures proper alignment for languages with text widths different from English.
- Missing Localization
- Updated Jade HUD tooltips for Hamster Beds to use translatable text for the various boolean states, removing hardcoded English "ENABLED" and "DISABLED" strings.
- Pale Oak Bed Particles
- Fixed the Pale Oak Hamster Bed missing its block model, which caused missing texture (purple/black) particles when breaking the block. This ensures full visual compatibility if you are using a Pale Garden backport mod on 1.21.1 or 1.20.1.
- Note: there is no Pale Oak Hamster Bed recipe unless you add one with a datapack. I'm running my Data Generator in a 1.21.1 development environment, and the class
Items.PALE_OAK_PLANKSdoes not exist in the code yet, so I cannot reference it in the Java generator to create the recipe.
- Fixed Water/Void Spawning:
- Resolved an issue where hamsters could spawn floating in oceans/rivers or over the void in Skyblock worlds. This was caused by the spawn restriction rules not being registered at the correct time in the mod loading lifecycle, effectively disabling the "valid ground block" check.
- Data Structure & Recipes (Thanks again @CasualAnimalEnjoyer!)
- Duplicated tag folders to resolve structural differences between 1.20.1 (plural directories) and 1.21.1 (singular directories).
- Corrected the Cloche and Insolator compatibility recipe paths for 1.20.1.
- Fixed load conditions for Thermal Expansion integration to ensure recipes only load when the mod is present.
- Suffocation:
- Hamsters now automatically trigger their "self-rescue" teleport logic whenever they start taking suffocation damage, regardless of the cause.
- This resolves issues where hamsters would occasionally take suffocation damage while pouncing on an item. It became more of a problem once the retrieval feature was added since the hamster does not run away from the player.
- Sleeping Hamster Pushability
- Fixed an issue where hamsters sleeping in beds would become pushable after closing and reopening the world.
- Texture Mipmapping Issue
- Resized Hamster Bed textures from 35x69 to 64x128 while maintaining their original look. This resolves a rendering issue where non-power-of-two textures forced Minecraft to disable mipmapping, causing all blocks in the game to appear grainy.
- Safe Dismounting
- Hamsters will no longer agree to dismount directly into lava or water, even if there is a solid block underneath. The safety check now correctly verifies that the space the hamster will occupy is free of hazards.
- Fixed Biome Detection (1.20.1)
- Updated internal biome tags to match Minecraft 1.20.1 standards (e.g.,
c:plainsinstead ofc:is_plains). - This resolves issues where hamsters spawned in incorrect biomes (e.g., Gray hamsters in Deserts, Chocolate hamsters in Sunflower Plains) because the game didn't recognize those biomes correctly.
- Updated internal biome tags to match Minecraft 1.20.1 standards (e.g.,
- Invisible Shoulder Hamsters (1.20.1)
- Fixed an issue where shoulder-mounted hamsters would vanish after traveling to another dimension. (They still existed but only became visible after re-logging).
- Added a forced data sync (only necessary on 1.20.1) to ensure the client immediately recognizes your shoulder hamsters after your player is re-created.
- Item Rendering Visual Glitch (1.20.1)
- Fixed a visual glitch on 1.20.1 where the hamster's body would turn black when holding an item (e.g., fetching an acorn) by moving item rendering to the post-render phase.
