Prehistoric Creatures

8.0.0 Update=

8.0.0 UPDATE
By far the most popular mobs added by this mod are the prehistoric creatures. All prehistoric creatures (with the exception of naturally-spawning nautilus, alligator gar, coelacanth, and sturgeon) must be created by the player. Once created, they will have a gender of either male or female, and many of them can be tamed, commanded, and ridden. Also, some prehistoric creatures are available with scientifically accurate/inaccurate feathers/scales and quills (which can be toggled on or off in the Revival mod config file).

ALPHABETIC LIST OF PREHISTORIC CREATURES
Mobs added in the most recent updates are underlined.

CREATION
To create your first prehistoric creature, you must start by acquiring bio-fossils by mining fossil blocks found underground, tar fossils from analyzing tar drops in swamps, or frozen meat from mining permafrost found deep below ground. Another effective means of obtaining these fossils is by sifting through stacks of dirt or sand in the hopes of finding prehistoric bones. These items are then analyzed (see recipe below) to get the DNA of one of over forty random species.

There are many different types of fuel that can be used to obtain prehistoric DNA. Most of them have quite a low chance of returning DNA and will instead return random junk like bonemeal, so be prepared for long mining trips.

Also be aware that there are three different types of DNA that have different methods of being obtained; orange DNA represents Mesozoic creatures (animals that lived during the time of the dinosaurs), blue represents Cenozoic creatures (animals that lived after the dinosaurs), and green represents Paleozoic creatures (animals that lived before the dinosaurs). Mesozoic and Paleozoic animals can be collected through bio-fossils, whilst Cenozoic animals can be collected through tar fossils and frozen meat. There is also DNA available for vanilla animals like cows and pigs by analyzing their respective drops.

When you do receive DNA, it should then be placed in a culture vat, which will turn it into either an avian egg, a non-avian egg, a spawn/sac, or an embryo. The recipe of the culture vat is as shown below:

The dinosaur egg, bird egg, spawn/sac, or embryo will always match the species of the DNA cultivated.

Terrestrial and amphibious non-avian eggs must be hatched on land in a warm area (sunlight or torchlight works well) that is large enough for the creature. Aquatic spawns or sacs must be placed in the water to hatch. Avian (bird) eggs are simply thrown like chicken eggs. Embryos must be injected into a pig, cow, sheep, or horse (except quagga, which can only be injected into a horse). The mammal will then give birth to the prehistoric creature. A DinoPedia is useful for monitoring the hatching or pregnancy progress of your animal.

TAMING
All prehistoric creatures except for coelacanth, nautilus, sturgeons, or alligator gars can be tamed. All tamed creatures can take commands, some are ridable, and some will defend you. For a vast majority of species, you simply need to stand within six blocks of the egg or the pregnant mammal for the creature to be tamed to you upon spawn. The tyrannosaurus, allosaurus, spinosaurus, sarcosuchus, megalania, megalodon, and mosasaurus are the only exceptions to that rule. To tame a tyrannosaurus, allosaurus, spinosaurus, sarcosuchus, megalania, megalodon, or mosasaurus you first have to wait until the creature is an adult. When the creature is old enough, you need to battle it, bringing it down to 8 hp by attacking it. Be sure not to kill the creature, or you will have to repeat the process again later. At 8 hp the creature should lay down and appear to go to sleep. When this happens, you must right click the predator with a scarab gem or, for the aquatic/semi-aquatic animals, a aquatic scarab gem. The creature is then tamed to you and will no longer be hostile.

COMMANDS
Many tamed prehistoric creatures will respond to commands given by the player. These commands are sit, follow, and free move. No matter what command state the creatures are in, they will still come to defend their master when he/she are attacked. When they are hungry, they will ignore the commands in order to find food. You will receive messages when your creatures are hungry so that you know to keep an eye on them.

The only un-commandable species are quagga,which has to be ridden. All other prehistoric creatures need to be commanded with items. The apex predators that are tamed with the scarab gem must be commanded with a Skull Stick. An empty shell is required to command a plesiosaur. Pteranodons are commanded with arrows. For the remaining mobs, herbivores are commanded with sticks and carnivores with bones.

RIDING
There are several creatures you are able to ride in the F.A. Revival mod. quaggas are ridden just like regular Minecraft horses and must be broken in as such. The other ridable creatures (allosaurus, brachiosaurus, dilophosaurus, ceratosaurus, elasmotherium, gallimimus, mammoth, megalania, megaloceros, megalodon, mosasaurus, plesiosaur, triceratops, and tyrannosaurus) can be mounted when the DinoPedia deems them to be old enough. To control the creature, one must be holding a whip. Without the whip the creature can wander where it pleases. If the creature is terrestrial and enters water while being ridden, it will move much slower than usual and is harder to control, except spinosaurus, and sarcosuchus, which move much faster while underwater, whilst the underwater creatures will be beached if driven onto land.

CARE
Prehistoric creatures do not need much intensive care. However, to keep them alive they must be fed, kept away from predators, and given enough room to grow. If you do not want to wait for your animal to grow up, an easy way to get around this is by crafting and feeding them essence of chicken, which will automatically age them up one day (aside from the big carnivores), at the cost of much of their hunger bar. A good way to monitor the health and hunger of your creatures is by using a DinoPedia. Right clicking on a creature with this item allows you to see its age, health, mood, and other helpful information. The most important thing to note is your creature's hunger. If the hunger of a creature drops too low, you will receive a message and should feed them. If the creature is not fed or does not find food fast enough, they will die. Many can be fed by hand or by feeder. If the mood of the creature becomes too low, they may become hostile even when tamed and will not reproduce. To improve your prehistoric creature's mood, give it a toy, like the ball or bubble blower. Some prehistoric creatures can break through most blocks, making them difficult to contain. All blocks of iron strength or greater, such as the mod-added reinforced glass or dense sand, are safe for these creatures. Anything weaker than iron, like cobblestone, will be broken.

FEATHERS AND QUILLS
Several creatures added by this mod come with scientifically accurate feathers and/or quills. These mobs include compsognathus, deinonychus, dryosaurus, gallimimus, therizinosaurus, velociraptor, and triceratops. The Revival team realizes that not every player likes their dinosaurs to have feathers or quills and has created non-feathered or non-quilled versions of each of these mobs. To turn them off, go the the Fossils and Archeology Revival config file and set all of them to false.

|-|7.3.2 Update=

7.3.2 UPDATE
By far the most popular mobs added by this mod are the prehistoric creatures. All prehistoric creatures (with the exception of naturally-spawning nautilus, alligator gar, coelacanth, and sturgeon) must be created by the player. Once created, they will have a gender of either male or female, and some of them can be tamed, commanded, and ridden. Also, some prehistoric creatures are available with scientifically accurate feathers and quills (which can be toggled on or off in the Revival mod config file).

CREATION
To create your first prehistoric creature, you must start by acquiring bio-fossils by mining fossil blocks found underground, tar fossils from analyzing tar drops, or frozen meat from mining permafrost found deep below ground. These items are then analyzed (see recipe below) to get the DNA of one of over forty random species.

There are many different types of fuel that can be used to obtain prehistoric DNA. Most of them have quite a low chance of returning DNA and will instead return random junk like bonemeal, so be prepared for long mining trips.

Also be aware that there are three different types of DNA that have different methods of being obtained; orange DNA represents Mesozoic creatures (animals that lived during the time of the dinosaurs), blue represents Cenozoic creatures (animals that lived after the dinosaurs), and green represents Paleozoic creatures (animals that lived before the dinosaurs). Mesozoic and Paleozoic animals can be collected through bio-fossils, whilst Cenozoic animals can be collected through tar fossils and frozen meat. There is also DNA available for vanilla animals like cows and pigs.

When you do receive DNA, it should then be placed in a culture vat, which will turn it into either an avian egg, a non-avian egg, a spawn/sac, or an embryo. The recipe of the culture vat is as shown below:

The dinosaur egg, bird egg, spawn/sac, or embryo will always match the species of the DNA cultivated.

Terrestrial and amphibious non-avian eggs must be hatched on land in a warm area (sunlight or torchlight works well) that is large enough for the creature. Aquatic spawns or sacs must be placed in the water to hatch. Avian (bird) eggs are simply thrown like chicken eggs. Embryos must be injected into a pig, cow, sheep, or horse (except quagga, which can only be injected into a horse). The mammal will then give birth to the prehistoric creature. A DinoPedia is useful for monitoring the hatching or pregnancy progress of your animal.

TAMING
All prehistoric creatures except for coelacanth, nautilus, sturgeons, or alligator gars can be tamed. All tamed creatures can take commands, some are ridable, and some will defend you. For a vast majority of species, you simply need to stand within six blocks of the egg or the pregnant mammal for the creature to be tamed to you upon spawn. The tyrannosaurus, allosaurus, spinosaurus, sarcosuchus, mosasaurus, and liopleurodon are the only exceptions to that rule. To tame a tyrannosaurus, allosaurus, spinosaurus, sarcosuchus, mosasaurus, or liopleurodon you first have to wait until the creature is an adult. When the creature is old enough, you need to bring it down to 8 hp by attacking it. Be sure not to kill the creature, or you will have to repeat the process again later. At 8 hp the creature should lay down and appear to go to sleep. When this happens, you must right click the tyrannosaurus or allosaurus with a scarab gem or the aquatic/semi-aquatic animals with an aquatic scarab gem. The creature is then tamed to you and will no longer be hostile.

COMMANDS
Many tamed prehistoric creatures will respond to commands given by the player. These commands are sit, follow, and free move. No matter what command state the creatures are in, they will still come to defend their master when he/she are attacked. When they are hungry, they will ignore the commands in order to find food. You will receive messages when your creatures are hungry so that you know to keep an eye on them.

The only un-commandable species are quagga. All other prehistoric creatures need to be commanded with items. tyrannosaurus, spinosaurus, sarcosuchus, mosasaurus, and liopleurodon must be commanded with a Skull Stick. An empty shell is required to command a plesiosaur. pteranodons are commanded with arrows. For the remaining mobs, herbivores are commanded with sticks and carnivores with bones.

RIDING
There are several creatures you are able to ride in the F.A. Revival mod. quaggas are ridden just like regular Minecraft horses and must be broken in as such. The other ridable creatures (allosaurus, brachiosaurus, dilophosaurus, ceratosaurus, elasmotherium, gallimimus, mammoth, mosasaurus, plesiosaur, triceratops, and tyrannosaurus) can be mounted when the DinoPedia deems them to be old enough. To control the creature, one must be holding a whip. Without the whip the creature can wander where it pleases. If the creature enters water while being ridden, it will move much slower than usual and is harder to control, except spinosaurus, and sarcosuchus, which move much faster while underwater

CARE
Prehistoric creatures do not need much intensive care. However, to keep them alive they must be fed, kept away from predators, and given enough room to grow. A good way to monitor the health and hunger of your creatures is by using a DinoPedia. Right clicking on a creature with this item allows you to see its age, health, mood, and other helpful information. The most important thing to note is your creature's hunger. If the hunger of a creature drops too low, you will receive a message and should feed them. If the creature is not fed or does not find food fast enough, they will die. Many can be fed by hand or by feeder. If the mood of the creature becomes too low, they may become hostile even when tamed and will not reproduce. To improve your prehistoric creature's mood, give it a toy, like the ball or bubble blower. Some prehistoric creatures can break through most blocks, making them difficult to contain. All blocks of iron strength or greater, such as the mod-added reinforced glass or dense sand, are safe for these creatures. Anything weaker than iron, like cobblestone, will be broken.

FEATHERS AND QUILLS
Several creatures added by this mod come with scientifically accurate feathers and/or quills. These mobs include compsognathus, deinonychus, gallimimus, therizinosaurus, tyrannosaurus, velociraptor, and triceratops. The Revival team realizes that not every player likes their dinosaurs to have feathers or quills and has created non-feathered or non-quilled versions of each of these mobs. To turn them off, go the the Fossils and Archeology Revival config file and set all of them to false.

|-|7.2 Update=

7.2 UPDATE
By far the most popular mobs added by this mod are the prehistoric creatures. All prehistoric creatures (with the exception of naturally-spawning nautilus and coelacanth) must be created by the player. Once created, some of them can be tamed, commanded, and ridden. Also, some prehistoric creatures are available with scientifically accurate feathers and quills (which can be toggled on or off in the Revival mod config file) while others have subspecies.

CREATION
To create your first prehistoric creature, you must start by acquiring bio-fossils or frozen meat. These items are then analyzed to get the DNA of a random species. This DNA should then be placed in a culture vat, which will turn it into either an avian egg, a non-avian egg, or an embryo. The egg or embryo will always match the species of the DNA cultivated. Terrestrial and amphibious non-avian eggs must be hatched on land in a warm area (sunlight or torchlight works well) that is large enough for the creature. Aquatic non-avians must be placed in the water to hatch. Avian eggs are simply thrown like chicken eggs. Embryos must be injected into a pig, cow, sheep, or horse (except quagga, which can only be injected into a horse). The mammal will then give birth to the prehistoric creature. A DinoPedia is useful for monitoring the hatching or pregnancy progress of your animal.

TAMING
All prehistoric creatures except for Spinosaurus, Mosasaurus, Liopleurodon, coelacanth, dodo, and nautilus can be tamed. All tamed creatures can take commands, some are ridable, and some will defend you. For a vast majority of species, you simply need to stand within six blocks of the egg or the pregnant mammal for the creature to be tamed to you upon spawn. The Tyrannosaurus, Allosaurus, Sarcosuchus, and Smilodon are the only exceptions to that rule. Smilodon is tamed with milk as an infant and with raw meat as an adult. The other three have a more complex taming system. To tame a Tyrannosaurus, Allosaurus, or Sarcosuchus, you first have to wait until the creature is an adult. This is shown by the red eyes that the creature develops. When the creature is old enough, you need to bring it down to 8 hp by attacking it. Be sure not to kill the creature, or you will have to repeat the process again later. At 8 hp the creature should lay down and appear to go to sleep. When this happens, you must right click the tyrannosaurus or allosaurus with a scarab gem or the sarcosuchus with an aquatic scarab gem. The creature is then tamed to you and will no longer have red eyes.

COMMANDS
Many tamed prehistoric creatures will respond to commands given by the player. These commands are sit, follow, and free move. No matter what command state the creatures are in, they will still come to defend their master when he/she are attacked. When they are hungry, they will ignore the commands in order to find food. You will receive messages when your creatures are hungry so that you know to keep an eye on them.

The only un-commandable species are confuciusornis, elasmotherium, mammoth, and quagga. Smilodon and terror birds are commanded with an open palm like Minecraft wolves. All other prehistoric creatures need to be commanded with items. Tyrannosaurus, allosaurus, and sarcosuchus must be commanded with a skull stick. An empty shell is required to command one plesiosaur, and a magic conch is needed to command multiple (note: this is the only occurrence of commanding multiple mobs at once in the mod). Pteranodons are commanded with arrows. For the remaining mobs, herbivores are commanded with sticks and carnivores with bones.

RIDING
There are several creatures you are able to ride in the F.A. Revival mod. Quaggas are ridden just like regular Minecraft horses and must be broken in as such. The other ridable creatures (allosaurus, brachiosaurus, ceratosaurus, elasmotherium, gallimimus, mammoth, plesiosaur, triceratops, and tyrannosaurus) can be mounted when the DinoPedia deems them to be old enough. To control the creature, one must be holding a whip. Without the whip the creature can wander where it pleases. If the creature enters water over two blocks deep while being ridden, the player will be thrown off.

CARE
Prehistoric creatures do not need much intensive care. However, to keep them alive they must be fed, kept away from predators, and given enough room to grow. A good way to monitor the health and hunger of your creatures is by using a DinoPedia. Right clicking on a creature with this item allows you to see its age, health, and other helpful information. The most important thing to note is your creature's hunger. If the hunger of a creature drops too low, you will receive a message and should feed them. If the creature is not fed or does not find food fast enough, they will die. Many can be fed by hand or by feeder; birds, mammals, tyrannosaurus, allosaurus, sarcosuchus, and untamable mobs cannot be.

Some prehistoric creatures can break through most blocks, making them difficult to contain. All blocks of iron strength or greater, such as reinforced glass or obsidian, are safe for these creatures. Anything weaker than iron, like cobblestone, will be broken.

FEATHERS AND QUILLS
Several creatures added by this mod come with scientifically accurate feathers and/or quills. These mobs include Compsognathus, Deinonychus, Gallimimus, Tyrannosaurus, Velociraptor, Triceratops, and Dilophosaurus. The Revival team realizes that not every player likes their dinosaurs to have feathers or quills and has created non-feathered or non-quilled versions of each of these mobs. To turn them off, go the the Fossils and Archeology Revival config file and set all of them to false.