LivingThings guide for All the Mods 10 1.0 to 2.11

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What is LivingThings?

1 part

Same as in the All the Mods 10 8.1 guide

LivingThings is a mob mod. It adds a lot of new creatures to Minecraft so the world feels more alive. The pack includes version 1.21.1-2.3.1 for NeoForge.[1][2]

The roster is wide: elephants, giraffes, lions, sharks, penguins, ostriches, flamingos, crabs, mantarays, raccoons, owls, koalas, snails, monkeys, peacocks and seahorses. It also has some Nether and End-flavoured mobs: the Ancient Blaze, the Nether Knight, and the Baby Enderdragon.[1]

What you will run into

  • Savanna biomes are home to lions, elephants, giraffes and ostriches. Lions are listed as dangerous. Elephants and giraffes get angry if you attack them. Ostriches run fast and can be ridden without a saddle.[3][4][5][6]
  • Oceans have sharks, which are fast and hunt players. They also have mantarays, and seahorses in warm and lukewarm oceans.[7][8][9]
  • Elephants can be tamed with apples. Once tamed, you can equip them with a saddle and then a chest.[4]
  • The Baby Enderdragon is hatched by placing a dragon egg on top of a purpur pillar. Chorus fruit is its taming item, and tamed ones follow you around.[10]
  • The Ancient Blaze is a Nether boss with 125 hearts of health. You summon it with a Jack o'Lantern on top of two glowstone blocks, and it drops a helmet when it dies. The helmet gives Fire Resistance while worn.[11][12]
Tip: The mod comes with an in-game lexicon book that holds the knowledge about its mobs and items. Its entries are sorted into hostile, neutral and passive mobs, so check it before you poke something big.[13][14][15][16]

How do you get started with LivingThings?

3 parts

Same as in the All the Mods 10 2.12 guide

LivingThings doesn't add machines or a tech tree, so getting started is really about two things: crafting the Lexicon so the mod documents itself, and turning the meat you get from new animals into food. There's only one crafted item in the mod, and the pack changed its recipe, so start there.[1][13][17]

Step 1: Craft the Lexicon

The LivingThings Lexicon is a Patchouli book that holds the knowledge about the mobs and items the mod adds. It's the fastest way to look up a mob's health, its breeding items and which biomes it spawns in while you're out exploring. The pack changed this recipe from the mod default, so check the one below rather than going off memory.[1][13][17]

LivingThings LexiconChanged by the pack

Crafting Shapeless

Recipe id: livingthings:lexicon

Changed by the pack.

Inside the book the mobs are split into hostile, neutral and passive groups. Hostile mobs might attack you on sight, neutral mobs only defend themselves if you hit them first, and passive mobs will never hurt anyone.[14][15][16]

Step 2: Go hunting for meat

Your first real payoff from this mod is food. Five of the new animals drop raw meat, and all of it can be eaten raw or cooked for something better. Savanna is the best early hunting ground, since lions, elephants, giraffes and ostriches all live there.[3][4][5][6][18][19][20][21][22]

  • Raw Lion Meat drops from lions, which live in all Savanna biomes. They're dangerous, with 10 hearts of health and 2.5 hearts of attack damage, so bring armour.[3][21]
  • Raw Elephant Meat drops from elephants, also found in all Savanna biomes. With 30 hearts and 3.5 hearts of attack damage they're the toughest of the bunch, and they get angry when you attack them.[4][19]
  • Raw Giraffe Meat drops from giraffes in all Savanna biomes. They have 15 hearts and 2 hearts of attack damage, and like elephants they fight back.[5][20]
  • Raw Ostrich Meat drops from ostriches in all Savanna biomes. They have 10 hearts and can be ridden without a saddle, which is handy early on.[6][22]
  • Raw Crab Meat drops from crabs in Swamp and Beach biomes, 1-2 per kill alongside 0-1 Crab Shell. At 4 hearts and half a heart of attack damage they're the safest target.[18][23]
Tip: If you'd rather farm than hunt, elephants, giraffes, ostriches and crabs can all be bred. Wheat works for giraffes and ostriches, tamed elephants also take wheat, and crabs breed with Raw Cod.[4][5][6][23]

Step 3: Cook it

Every raw meat smelts into its cooked version, and each one also has campfire and smoker recipes, so a campfire next to your hunting spot is enough to get going. Later on the pack adds Ender IO alloy smelting recipes for all five meats, so they slot straight into an automated cooking setup once you have the machines.[17][24][25][26][27][28]

Smelting

Recipe id: livingthings:cooked_lion

Campfire and smoker versions exist too.

Smelting

Recipe id: livingthings:cooked_elephant

Smelting

Recipe id: livingthings:cooked_giraffe

Smelting

Recipe id: livingthings:cooked_ostrich

Smelting

Recipe id: livingthings:cooked_crab

Cooked Lion MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_lion

Added by the pack for Ender IO alloy smelting; the other four meats have matching recipes.

Watch out: Not everything the mod drops is useful yet. Crab Shell has no known usages, so don't build storage around it. Shark Tooth is the opposite: it can be used for arrows and crafted into bone meal, but sharks hunt players down and hit for 3 hearts, so leave the oceans until you're geared.[7][29][30]

How does LivingThings work?

7 parts

LivingThings has no machines, no multiblocks and no power or fluid systems. It is a mob mod: it adds various new mobs to make the world feel more alive, and all of its depth sits in mob behaviour, drops and a couple of build-it-yourself summoning structures. Its in-game information is provided through Patchouli, so the book is your main interface with the mod.[1]

The place this pack touches the mod is item handling: the pack changes the recipe for the Lexicon and adds Ender IO alloy smelting recipes for every raw meat, which is what turns the mod's food drops into something you can automate.[31]

The Lexicon

The LivingThings Lexicon is the mod's guide book, and it holds the knowledge about the mobs and items the mod adds. It is worth carrying one while you explore, since everything below is documented in there in-game.[13]

LivingThings LexiconChanged by the pack

Crafting Shapeless

Recipe id: livingthings:lexicon

The pack changes this recipe.

Mob categories

The book sorts everything the mod adds into three groups, and that grouping is the quickest way to know how a new creature will treat you.[14][15][16]

  • Hostile mobs might attack you, so be aware of them.[14]
  • Neutral mobs only defend themselves if you attack them first.[15]
  • Passive mobs will never hurt anyone.[16]

Plenty of the mod's animals sit in that neutral middle ground. Elephants and giraffes are both described as huge animals that get angry when you attack them, with the elephant at 30 hearts of health and 3.5 hearts of attack damage, and the giraffe at 15 hearts and 2 hearts.[4][5]

On the dangerous end, lions have 10 hearts and deal 2.5 hearts of damage, sharks have 11 hearts, deal 3 hearts and will hunt down players, and the Nether Knight is a deadly fighter that guards the nether fortress.[3][7][32]

Taming, riding and breeding

Taming and breeding are handled per species with specific items rather than one shared mechanic, so check the mob's page before you waste food on it.[4][10][33]

  • Elephants are tamed with apples, and tamed elephants can be equipped with a saddle and then with a chest. Wheat works as a breeding item only on tamed ones.[4]
  • Ostriches are fast running birds that can be ridden without a saddle, and they breed with wheat.[6]
  • Owls are tamed with wheat seeds, but bred with melon, pumpkin or beetroot seeds.[33]
  • Baby enderdragons are tamed with chorus fruit, and tamed ones will follow you around.[10]
  • Snails can be recoloured by (sneak-)right-clicking them with any dye, and they breed with carrots or apples.[34]
  • Shroomies will plant at least one mushroom when you give them one, which makes them a handy little farming helper.[35]
  • Seahorses are captured by right-clicking one with a water bucket to get a bucket of seahorse.[36]

Ostrich nests and eggs

Ostrich breeding is the closest thing the mod has to a multi-step system. After two ostriches fall in love, one of them searches for the nearest sand block to build a nest on it; if there is already an empty nest nearby, it will choose that one to lay the egg instead. The egg then needs some time before a baby ostrich hatches.[6]

You can move that cycle around. Right-clicking a nest that contains an egg can drop the egg, and an ostrich that was about to build its nest can drop one too; a dropped egg can be placed into an ostrich nest to hatch a baby ostrich.[37]

Watch out: Mine an ostrich nest without a silk-touch tool and the nest falls apart, leaving you with only a few sticks. Use silk touch if you want to relocate the nest itself.[38]

Summoning structures

Two of the mod's creatures are not found in the wild, but built. Place a jack o'lantern on top of two glowstone blocks to summon the Ancient Blaze, and place a dragon egg on top of a purpur pillar to hatch a baby enderdragon.[10][11]

The Ancient Blaze fight has its own rules. It has 125 hearts of health and 3 hearts of attack damage, and once summoned it stays invulnerable until it has charged up its 6 large fireballs; the number of sticks flying around it shows how many it has. Alongside those it uses unlimited small fireballs. When it dies it drops its helmet and spawns 4 normal blazes to revenge its death.[11]

That drop is worth the trouble: the Ancient Helmet adds a Fire Resistance effect when worn.[11][12]

Meat processing and automation

Five of the mod's animals drop raw meat, and each cut can be eaten as-is or smelted into its cooked version. Crabs drop Raw Crab Meat, and elephants, giraffes, lions and ostriches each drop their own raw cut.[18][19][20][21][22]

Each cut has three vanilla-style cooking recipes in this pack: a furnace smelt, a smoker recipe and a campfire recipe, so early on a campfire is all you need.[31]

Smoking

Recipe id: livingthings:cooked_lion_from_smoking

Matching smelting and campfire recipes exist for crab, elephant, giraffe and ostrich meat.

Once you are into tech, the pack adds Ender IO alloy smelting recipes for all five raw meats, so you can pipe raw drops straight from a mob farm into an alloy smelter and pull cooked food out the other side.[31]

Cooked Crab MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_crab

Added by the pack.

Cooked Elephant MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_elephant

Added by the pack.

Cooked Giraffe MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_giraffe

Added by the pack.

Cooked Lion MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_lion

Added by the pack.

Cooked Ostrich MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_ostrich

Added by the pack.

Other drops worth collecting

  • Sharks drop 0-3 shark teeth and 1-2 raw cod. Shark teeth can be used for arrows and can be crafted to bone meal.[7][30]
  • Crabs drop 1-2 raw crab meat and 0-1 crab shell, and the shell has no known usages.[23][29]
  • Monkeys drop 1-2 leather and 0-1 banana, and koalas drop 1-2 leather.[39][40]
  • Snails drop 1-2 slime balls, which is a nice renewable source outside of swamps.[34]
  • Shroomies drop either 1-2 red mushrooms or 1-2 brown mushrooms.[35]
  • Bananas can also be obtained by breaking jungle leaves, and they can be eaten or used to breed monkeys.[39][41]
Tip: Most of these animals are biome-locked, so plan a trip: savannas give you elephants, giraffes, lions and ostriches, jungles give monkeys and koalas, oceans give sharks and mantarays, and snowy biomes give penguins.[3][4][5][6][7][8][39][40][42]

Unverified The mod has no config file in this pack, so spawn rates, health values and mob toggles cannot be confirmed as adjustable from a LivingThings config here.

How do you progress through LivingThings?

5 parts

Same as in the All the Mods 10 2.12 guide

LivingThings doesn't have machines, ores or tech tiers. Its progression is about where you travel and what you can survive, and the in-game guide sorts everything it adds into passive mobs that never hurt anyone, neutral mobs that only fight back when you attack them first, and hostile mobs that come after you.[14][15][16]

Step one: the Lexicon

Start with the LivingThings Lexicon. It's the mod's own book of knowledge about every mob and item it adds, so it doubles as your progression checklist. Note that this pack changes the crafting recipe from the mod default, so check the one below rather than an older guide.[13][17]

LivingThings LexiconChanged by the pack

Crafting Shapeless

Recipe id: livingthings:lexicon

Changed by the pack.

Tier 1: overworld animals by biome

The first tier is just exploring. Almost every animal is biome-locked, so your early checklist is a travel plan.[23][39][43]

  • Forests and plains: raccoons (5 hearts) and snails, which live in nearly all biomes like forests, swamps and plains and drop 1-2 slime balls. Owls spawn in forest biomes and can be tamed with wheat seeds.[33][34][43]
  • Jungles: monkeys (3 hearts, dropping 1-2 leather and 0-1 banana) and koalas (5 hearts, 1-2 leather). Peacocks show up in savannas and jungles.[39][40][44]
  • Swamps, beaches and rivers: crabs (4 hearts, dropping 1-2 raw crab and 0-1 crab shell) and flamingos.[23][45]
  • Oceans: mantarays drop 1-2 raw cod, and seahorses live in warm and lukewarm oceans and can be scooped up with a water bucket.[8][9][36]
  • Snowy biomes and mushroom fields: penguins, and shroomies that plant at least one mushroom when you hand them one.[35][42]
  • Savannas: ostriches, which can be ridden without a saddle, plus giraffes, elephants and lions.[3][4][5][6]

Tier 2: food from your kills

Crabs, elephants, giraffes, lions and ostriches all drop raw meat. Every one of them is edible raw and smelts into a cooked version, so the moment you have a furnace, campfire or smoker you have a stable food supply out of the animals you're already fighting.[18][19][20][21][22]

Smelting

Recipe id: livingthings:cooked_lion

This pack also adds Ender IO alloy smelting recipes for all five meats, so once you have that machine running you can batch-cook Cooked Crab Meat, Cooked Elephant Meat, Cooked Giraffe Meat, Cooked Lion Meat and Cooked Ostrich Meat alongside the rest of your smelting.[17]

Cooked Lion MeatAdded by the pack

Alloy Smelting (enderio)

Recipe id: enderio:smelting/livingthings/cooked_lion

Added by the pack.

Tier 3: mobs that fight back

The middle of the mod is the dangerous wildlife. Lions have 10 hearts and hit for 2.5, giraffes have 15 hearts and hit for 2 when angered, and elephants are the big one at 30 hearts and 3.5 hearts of damage. Sharks are worse in their own way: 11 hearts, 3 hearts of damage, and they actively hunt players in every ocean biome.[3][4][5][7]

Sharks are the one animal with a real crafting payoff, dropping 0-3 shark teeth and 1-2 raw cod. The teeth can be used for arrows or crafted into bone meal.[7][30]

Tip: Elephants are your first real upgrade from this mod. Tame one with apples, then equip it with a saddle and a chest for a mobile storage mount, and breed tamed ones with wheat.[4]

When you head to the Nether, watch for Nether Knights guarding the fortress.[32]

Tier 4: the boss and the endgame pets

The Ancient Blaze is the mod's boss and the top of its progression. You summon it with a ritual by placing a jack o'lantern on top of two glowstone blocks. It has 125 hearts, deals 3 hearts a hit, and stays invulnerable until it has charged up its 6 large fireballs, which you can count by the sticks flying around it. It also throws unlimited small fireballs, and on death it drops its helmet and spawns 4 normal blazes to avenge it.[11]

That drop, the Ancient Helmet, is the reward worth the fight: it grants Fire Resistance while worn.[12]

The other true endgame item is the baby enderdragon, hatched by placing a dragon egg on top of a purpur pillar. It has 5 hearts, is tamed with chorus fruit, and a tamed one will follow you around.[10]

Which LivingThings config options matter?

There's nothing to configure here. This pack ships LivingThings without any config file for it, so the mod runs on whatever its built-in defaults are and there are no pack-changed values to talk about.[1]

That means you don't need to touch anything to get the mobs spawning. If you want details on a particular animal, the mod provides in-game information about its mobs and items through Patchouli, so check the guide book rather than hunting for config toggles.[1]

Unverified LivingThings may still expose options such as spawn weights or per-mob toggles in its own defaults, but with no config file present in the pack we can't confirm which options exist or what they're set to.

What changed in LivingThings between versions?

2 parts

All the Mods 10 2.11 ships LivingThings 1.21.1-2.2.0, and the mod has been in the pack since All the Mods 10 1.0 or earlier. The pack changelogs have no entries for this mod, so everything below comes from the mod's own release notes.[46]

1.21.1-2.2.0 (the version in this pack)

  • The default values of the NetherKnight config were changed. The changelog doesn't say which values or what they changed to, so check your own config file rather than assuming.[47]
  • Item and entity tags were updated and created.[47]
  • The banana item texture was updated.[47]

Earlier releases

  • 1.21.1-2.1.3 removed a custom argument type, which fixes some incompatibilities with other mods. That matters a lot in a big pack like this one.[48]
  • 1.21.1-2.1.2 fixed advancements unlocking all recipes at world start, and fixed dependencies not allowing Minecraft 1.21.[49]
Tip: The NetherKnight default change in 2.2.0 only affects default values. If you have an older config file lying around, it may still hold the old values.[47]

Sources

  1. LivingThings project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. In-game guide: Lion (livingthings) · official docs
  4. In-game guide: Elephant (livingthings) · official docs
  5. In-game guide: Giraffe (livingthings) · official docs
  6. In-game guide: Ostrich (livingthings) · official docs
  7. In-game guide: Shark (livingthings) · official docs
  8. In-game guide: Mantaray (livingthings) · official docs
  9. In-game guide: Seahorse (livingthings) · official docs
  10. In-game guide: Baby Enderdragon (livingthings) · official docs
  11. In-game guide: Ancient Blaze (livingthings) · official docs
  12. In-game guide: Ancient Helmet (livingthings) · official docs
  13. In-game guide: item.livingthings.lexicon (livingthings) · official docs
  14. In-game guide: Hostile Mobs (livingthings) · official docs
  15. In-game guide: Neutral Mobs (livingthings) · official docs
  16. In-game guide: Passive Mobs (livingthings) · official docs
  17. All the Mods 10 2.12 recipe dump: recipes making LivingThings items · pack recipe dump
  18. In-game guide: Raw Crab Meat (livingthings) · official docs
  19. In-game guide: Raw Elephant Meat (livingthings) · official docs
  20. In-game guide: Raw Giraffe Meat (livingthings) · official docs
  21. In-game guide: Raw Lion Meat (livingthings) · official docs
  22. In-game guide: Raw Ostrich Meat (livingthings) · official docs
  23. In-game guide: Crab (livingthings) · official docs
  24. In-game guide: Cooked Crab Meat (livingthings) · official docs
  25. In-game guide: Cooked Elephant Meat (livingthings) · official docs
  26. In-game guide: Cooked Giraffe Meat (livingthings) · official docs
  27. In-game guide: Cooked Lion Meat (livingthings) · official docs
  28. In-game guide: Cooked Ostrich Meat (livingthings) · official docs
  29. In-game guide: Crab Shell (livingthings) · official docs
  30. In-game guide: Shark Tooth (livingthings) · official docs
  31. All the Mods 10 2.11 recipe dump: recipes making LivingThings items · pack recipe dump
  32. In-game guide: Nether Knight (livingthings) · official docs
  33. In-game guide: Owl (livingthings) · official docs
  34. In-game guide: Snail (livingthings) · official docs
  35. In-game guide: Shroomie (livingthings) · official docs
  36. In-game guide: Bucket of Seahorse (livingthings) · official docs
  37. In-game guide: Ostrich Egg (livingthings) · official docs
  38. In-game guide: Ostrich Nest (livingthings) · official docs
  39. In-game guide: Monkey (livingthings) · official docs
  40. In-game guide: Koala (livingthings) · official docs
  41. In-game guide: Banana (livingthings) · official docs
  42. In-game guide: Penguin (livingthings) · official docs
  43. In-game guide: Raccoon (livingthings) · official docs
  44. In-game guide: Peacock (livingthings) · official docs
  45. In-game guide: Flamingo (livingthings) · official docs
  46. All the Mods 10 2.11 mod list · pack file
  47. LivingThings 1.21.1-2.2.0 changelog · changelog
  48. LivingThings 1.21.1-2.1.3 changelog · changelog
  49. LivingThings 1.21.1-2.1.2 changelog · changelog
Where this guide comes from

Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

Guides for other versions: 2.13 to 8.3 · 2.12

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