If you’re thinking hey, this changelog looks awfully familiar… you’re not wrong.
This is essentially the same feature set as 3.1.0 — but with one critical difference: these jars are ACTUALLY BUILT CORRECTLY.
Version 3.1.0’s jars (especially for 1.20.1) were missing a bunch of generated data files, because I had just finished implementing a new CI (Continuous Integration; i.e. 'automated workflow that publishes my jar files for me') configuration, and it had a slight but not so slight oversight. I’ve removed that release from Modrinth and CurseForge so nobody new grabs the broken jars. This is the fixed re-release, under a new version number, so everyone’s launcher will properly prompt for an update.
Added
- Sunflower De-Modding Station
- Added a simple shapeless crafting recipe to convert one custom, harvestable sunflower back into one vanilla sunflower. For when you need the original for... reasons.
- Advanced Dismount Engineering
- To prevent accidental hamster ejections when dismounting a horse or building a bridge in the nether (don't ask), the shoulder dismount mechanic is now highly configurable.
- Players can now choose between using the
SNEAKkey or a new, separateCUSTOM_KEYBINDfor dismounting. - Additionally, the action can be set to trigger on a
SINGLE_PRESSor a quickDOUBLE-TAP, preventing conflicts with toggle-sneak or bridge-building. For the double-tap setting, the delay is also configurable. Find the new settings in the "Shoulder Hamster Settings" config group.
Changed
- Internal Hamster Wiring Overhaul
- The hamster's entire internal state-tracking system has been refactored. I've packed seventeen separate on/off switches (booleans) into one glorious, hyper-efficient integer using bit-masking. This change is purely under-the-hood but drastically reduces the chances of mod conflicts and crashes related to entity data. This was specifically to address a mod conflict on 1.20.1 with the Sortilege mod. Apparently it's trying to track a lot of data on Entities, and my mod is also doing that, so they had a conflict on slot #41. But even just in general, your hamsters are now more stable and less likely to have an existential crisis when another mod is present.
Fixed
- Publishing Mishap Autopsy
- In 3.1.0, my CI pipeline built jars without running the data generators, so critical JSON assets never made it into the finished files. This slipped by on 1.21.1 because those generated files happened to be present from earlier work, but 1.20.1 exposed the issue immediately with crashes. However, I did not notice these crashes myself because I test with manually built jar files, not the ones that the CI pipeline automatically creates. This has now been fixed at the Gradle level so the problem cannot recur —
runDatagenis now a build dependency for all relevant jar tasks.
- In 3.1.0, my CI pipeline built jars without running the data generators, so critical JSON assets never made it into the finished files. This slipped by on 1.21.1 because those generated files happened to be present from earlier work, but 1.20.1 exposed the issue immediately with crashes. However, I did not notice these crashes myself because I test with manually built jar files, not the ones that the CI pipeline automatically creates. This has now been fixed at the Gradle level so the problem cannot recur —
- Corrected Overly-Trusting Hamsters
- Hamsters will no longer beg for food from any random player waving a cucumber slice. They will now only perform their adorable begging routine for their rightful owner, as intended. And for that matter, I also fixed a similar issue with the Diamond Stealing, Knocked Out, Diamond Sniff Celebration/Sulking, & Pink Petal Application/Cycling/Removal interactions, all of which were in the wrong spot in my interactMob method, which meant they were sneaking past the "is player the owner?" check.
- NeoForge Composting and Key-bind Registration
- Fixed an issue where compostable items (seeds, crops) were not functional on the NeoForge version of the mod. They now correctly register as compostable.
- The "Throw Hamster" keybind, previously missing on NeoForge, now correctly appears in the Controls menu.
- Resolved Critical Mod Incompatibility Crash
- Fixed a hard crash caused by a
DataTrackerID collision when running alongside certain other mods (like Sortilege on 1.20.1). The internal wiring overhaul (see "Changed") resolves this issue by significantly reducing the number of data slots the hamster entity occupies.
- Fixed a hard crash caused by a
B.T.S.
Here's how the superbly juicy magnificent and fantastic publish.yml file works:
- Automatically builds both Fabric/Quilt and NeoForge versions in a single workflow
- Publishes each build to both Modrinth and CurseForge with correct, consistent file names
- Attaches a specific snippet of my changelog content directly from the separate public repository for each release
- Includes explicit dependency listings for both Modrinth and CurseForge to ensure proper mod loading
- Supports multiple Minecraft versions with separate version strings for each loader
- Allows manual or tag-based triggering for flexible release management
- Keeps build and publish logic in one place for easier maintenance and fewer manual steps
Anyway IT'S AWESOME
[3.0.1] - 2025-08-02
Fixed
- Spammy Console Icky Gross Stuff
- Fixed my spammy
.infolevel logging inHamsterFollowOwnerGoal.javathat I had forgotten to switch back to.trace.
- Fixed my spammy
[3.0.0] - 2025-07-27
The Heist & The Haste Update
Your hamsters have developed expensive taste, learned new languages, and also contracted the zoomies.
Introducing the brand new Diamond Stealing mechanic, where your furry companions will snatch your valuables and challenge you to a game of keep-away. Feed them some Steamed Green Beans and witness the true meaning of "zoomies" as they tear around you in a chaotic, super-charged sprint.
This update also includes a complete, config-driven overhaul of the entire biome spawning system for incredible mod compatibility, smarter AI, new animations, and a ton of critical bug fixes.
IMPORTANT: Due to the extensive changes to the spawning system, it is highly recommended that you delete your existing config file (/config/adorablehamsterpets/main.toml) before loading a world with this version. This will allow the new, more detailed settings to generate correctly. Your old settings will be lost.
Added
- Russian, Chinese, and Korean Language Support
- Ever heard a hamster squeak in Chinese? I didn't think so. But now, you can! Or perhaps you would prefer a little bit of cooing in Russian... or a squeal in Korean? Thanks to a few of the awesome people in The Cheek Pouch Discord channel, the mod has been fully translated to three languages and more on the way!
- New Major Feature: Item Stealing & Chase Mechanic
- Tamed hamsters now have a configurable chance to notice valuable items dropped on the ground (defaults to just diamonds).
- Nearly every aspect of this feature is configurable, including which items can be stolen (you can add any item, multiple items simultaneously, and even items from other mods!).
- When they spot one, they'll perform a unique pounce animation and snatch the item, initiating a playful game of keep-away. The pounce sound effect is even dynamic, changing based on the material of the stolen item in case you modify it in the config!
- While in "heist mode," the hamster will flee if you get too close and cheekily taunt you from a distance with a new animation, encouraging a chase.
- The stolen item is visually rendered in the hamster's mouth, synced with all head movements and animations.
- To get your item back, you have to catch your speedy thief and right-click it. If you take too long, the hamster will get bored and drop the item. But then, hamsters have a short memory, so it will probably pick it up again.
- New Major Feature: "Zoomies" for Buffed Hamsters
- Hamsters under the effect of Steamed Green Beans will now get the "zoomies," a burst of energetic, high-speed activity.
- Instead of wandering aimlessly, they will sprint in dynamic, chaotic circles around their owner.
- When following their owner, they will no longer run in a straight line but will instead dart around randomly in the owner's general direction.
- This frenetic behavior is accompanied by a new custom particle trail that bursts outwards from the hamster as it sprints.
- New Sprinting Animation & Standardized Speeds
- A third-tier "sprinting" animation has been added for the hamster's highest speeds, used during zoomies and fleeing.
- All hamster movement speeds have been standardized across all AI goals for more consistent and predictable behavior.
- Walking and running animations are cuter.
- Enhanced Idle Animations
- Hamsters will now occasionally play one of three new, randomized "looking up" animations when their
LookAtEntityAI goal is active and they are looking at a nearby target (like you).
- Hamsters will now occasionally play one of three new, randomized "looking up" animations when their
- New Wild Hamster Settle to Sleep Animations
- Hamsters will now play one of three new, randomized "settle to sleep" animations, paired with the three already-existing sleeping animations when going to sleep, similar to how tamed hamsters already did when sitting.
- Configurable Biome Spawning System (Major Rework)
- The entire spawning system for both hamsters and world-gen features (bushes, sunflowers) is now controlled by the config file.
- Users can now define exactly where things spawn using biome IDs, vanilla biome tags, and "convention tags" (
c:is_cold,c:is_forest, etc.) for vastly improved compatibility with modded biomes from packs like Terralith and Biomes O' Plenty. - Each feature and the hamster itself has its own set of include/exclude lists and tag lists, offering granular control over world generation.
- New Faster Throw Velocity for Buffed Hamsters
- Throwing a hamster while it's under the effect of the Steamed Green Bean buff will now launch it at nearly double the default velocity.
- Both the default and buffed throw velocities are now configurable in a new "Hamster Yeet Settings" group in the config.
- (A special thanks to
@Petiteon Discord, who planned to defeat the Ender Dragon using only hamster projectiles. This idea inspired me to ensure they had enough velocity to reach the dragon in the first place! 😂)
- Improved Shoulder Dismount Logic
- When the player dismounts the hamster from their shoulder, it will now be placed at the location where the player was looking if it was safe and within reach. If not within reach, it will spawn at the player's feet.
- New Config Option
- Added a config option to change the default name of the hamster entity to "Hampter" instead of "Hamster," because I wanted to, so I did.
Changed
- Spawning Logic Overhaul
- The internal logic for determining hamster color variants has been completely rewritten to be "hamster-centric." It now uses a combination of specific biome checks, vanilla tags, and universal convention tags to ensure hamsters spawn in thematically appropriate locations, even in heavily modded worlds. Note: I only had time to test this with Terrralith— so if you're using a different biome generation mod (Biomes O' Plenty, Oh The Biomes You'll Go) you may see more frequent orange hamsters, since they are the default fall back. Or maybe it will work perfectly! Lol.
- The custom sunflower replacement system is now also tag-aware. It will now correctly replace vanilla sunflowers with the harvestable version in any biome that is supposed to have them (including modded biomes), not just the vanilla Sunflower Plains.
- Diamond Seeking AI Improved
- The independent ore-seeking AI is now smarter. Hamsters will now prioritize pathfinding to exposed ores that are visible to the player before considering ores that are completely buried.
- A new particle breadcrumb trail has been added. When a hamster is leading you to an ore, it will now create a faint trail of dust particles along its intended path, making it much easier to see where your tiny prospector is headed.
- Death Message Attribution
- Death messages will now credit the hamster by its name (e.g., "Player was slain by Hampter") instead of attributing the kill to the hamster's owner. Hamsters are now fully complicit in their actions. 😁
- Dependencies
- The Jade mod is no longer a required dependency and is now correctly listed as optional for all mod loaders. The game will no longer crash if Jade is not installed.
- Pathfinding & AI
- Hamster pathfinding penalties around hazards have been strengthened. They will now be much more reluctant to pathfind into or near fire and lava.
- The idle AI goals (Wander, Look At, Look Around) have been re-balanced to prevent them from fighting with each other, resulting in much more natural and less "flickery" idle behavior.
- Textures & Animations
- The textures for the Blue and Lavender hamster variants have been updated with slightly increased saturation to make their colors more distinct and recognizable without being neon.
- The textures for the Wild Cucumber Bushes have been slightly desaturated to help them blend more naturally into the warmer, drier biomes where they typically spawn.
- The transition speed between animations has been reduced from 5 ticks to 2 ticks, resulting less of the "hamster sliding across the ground" type of effect when it is transitioning between movement animations.
- The rotation speed of the hamster has been overhauled to account for it not having a separate head and body like vanilla models, resulting much more snappy rotations and accurate target-facing. Vanilla Minecraft mobs move their head first, and body follows second at a much slower pace. Since my hamsters use Geckolib for the model, they do not have a separate head and body in the same way that vanilla mobs do, which resulted in a quick initial turn where the hamster would turn halfway toward its target, and then a slower finish. I basically combined both of them together to eliminate that weird behavior.
- The speed of the running animation has been decreased by 25% to better differentiate it from the new sprinting animation, giving it a more natural pace.
Fixed
- Fixed Shoulder Hamsters Being Deleted on Player Death
- Resolved a critical bug where a shoulder-mounted hamster would be permanently deleted if the player died, even with
keepInventoryenabled. The system now correctly detects the player's respawn and safely dismounts the hamster at the player's death location.
- Resolved a critical bug where a shoulder-mounted hamster would be permanently deleted if the player died, even with
- Fixed Hamster Suffocation on Dismount/Throw
- Implemented a robust safe-spawning algorithm that performs a multi-stage search for a valid, non-obstructed location when a hamster dismounts or lands from a throw. This should completely resolve all known suffocation bugs.
- Fixed Right-Click Stack Splitting in Hamster Inventory
- Corrected the underlying inventory logic to properly handle the
amountparameter when removing items. Players can now correctly right-click to split stacks of items inside the hamster's cheek pouch inventory, just like in a vanilla chest.
- Corrected the underlying inventory logic to properly handle the
- Fixed Thrown Hamster Particle Desync
- Adjusted the spawn position calculation for the in-flight particle trail. The trail now correctly originates from the hamster's model instead of appearing slightly ahead of it, which was most noticeable when viewing from a second player's perspective or with replay mods.
- Fixed Black Hamster Overlay Spawning
- Wild black hamsters will now only spawn with their solid base color. This makes their appearance in dark environments like caves more thematic and reserves their white overlay patterns as a special trait achievable only through breeding.
[2.3.0] - 2025-07-16
1.20.1 Forge/Fabric/Quilt support has arrived!
After a long and surprisingly complex battle with the Forge 1.20.1 datapack and build systems, the mod is now fully functional on Forge. Your hamsters are now free to cause chaos across multiple mod loaders.
Added
- Official support for Minecraft 1.20.1 for Forge and Fabric.
- Official Quilt support for 1.21.1 and 1.20.1
Changed
- Improved hamster dismount logic. Hamsters will now be placed at the block the player is looking at (within a 4.5 block range), providing more precise and intuitive placement. I don't know about you, but when I take a hamster off my shoulder in real life, I get to choose where I put it down. It just made sense lol
- Particle Changes:
- The ominous trial spawner particles (diamond celebration) and GUST particles (hamster flight trail) both had to be switched out since they don't exist in 1.20.1. I'm using composting particles for the diamond celebration since they have an upward bias, and cloud particles for the hamster flight trail.
Fixed
- Fixed a critical bug where hamsters could suffocate inside blocks when dismounted from the shoulder or after impacting a block from being thrown. A robust safe-spawning algorithm now works in tandem with the new dismount logic to ensure hamsters are always placed in a valid, non-obstructed location.
- Fixed a visual bug where the particle trail for a thrown hamster would appear ahead of its model during flight.
- Removed the non-functional Hamster Guide Book from the creative mode inventory tab to prevent confusion.
- Resolved a critical issue on Forge where no custom world generation (hamsters, wild bushes, custom sunflowers) would occur.
- Fixed a startup crash on Forge related to the Hamster Spawn Egg item registration order by implementing a platform-specific solution.
- Wrestled the Forge build process to properly include all necessary models, textures and data files.
[2.0.2] - 2025-07-06
Fixed
- Fixed an issue where Wild Bushes and custom Sunflowers were not generating in the world on the NeoForge version of the mod.
- Developer's Note: You might be thinking, "Didn't you just fix a spawning bug?" You're right! As it turns out, the way NeoForge handles adding entities to the world is similar to how it handles adding features like plants, but yours truly is just now learning this. Lol. Thanks for your patience as I navigate the wonderful quirks of multi-loader development. Incidentally, unlike with the hamster spawning fix, if any of you already spawned in a world on NeoForge, just FYI— this fix will only take place in newly generated chunks.
[2.1.0] - 2025-07-06
Added
- Creeper Behavior: Creepers will now flee from hamsters, similar to their behavior with cats. This should prevent them from detonating near your beloved pets and landscape. Thanks to mikabean999 on Reddit for the idea.
- Cheese Configurability: Added new configuration options to control the hunger and saturation values restored by eating Cheese, allowing server owners to better balance food.
Fixed
- Resolved a critical issue where Hamsters would not spawn naturally in the world on the NeoForge version of the mod. This was caused by an incorrect implementation of the biome modification logic for the NeoForge loader. The fix replaces the faulty Java-based event listener with a data-driven biome modifier JSON that correctly hooks into NeoForge's world generation pipeline.
- Fixed a bug that caused the hamster's cleaning sound to loop indefinitely if the hamster was commanded to stand up mid-animation.
- Fixed a bug where wild hamsters would incorrectly perform the cleaning animation while sleeping. This behavior is now correctly restricted to tamed, sitting hamsters.



