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Sapience

Villager AI overhaul. Smarter villagers with personalities, emotions, memory, families, and a whole village that runs itself. 100% offline, no LLM

Автор: aZoOoZeGamer6122 тыс.27обновлён 22 окт. 2026 г.
Механики игрыМобыОбщение

Описание

Vanilla villagers do not give you much to know. They work, sleep, stare at a wall for a while, and go "hrmm." I made Sapience because I wanted the same villagers to feel like they had an actual life behind their face.

Every villager gets a name, a personality, moods, needs, relationships, and a memory of things that really happened. Feed somebody when they are hungry and they remember who helped. Hurt them and that sticks too. If another villager saw it, the story may travel.

What matters to me is that their behavior has a reason. They do not roll behavioral dice just to create drama. Their choices come from what they know, what they need, how they feel, and who they are dealing with. Spend enough time around one villager and you can start to understand them.

One evening during testing, I watched a villager cross the square, stand beside a grieving neighbor, and stay there for a while. I had written grief and social visits as separate rules. That evening the rules met on their own. That moment is the whole mod to me.

Fabric | Minecraft 1.21.1 | Fabric API required | Java 21 | Install on the server and every client

Sapience is still a beta. Back up any world you care about before installing or updating it.

What you will see right away

  • Villager becomes Mira Highmeadow, Aldric Stonebrook, or another name that stays with that person after reloads. Somebody who stands out may earn a title too.
  • Their name color, posture, gaze, and short speech lines give you a read on what is going on with them.
  • Farmers farm and replant. Woodcutters finish trees. Miners choose a real site. Builders put up homes, farms, and shared storage when the village actually needs them.
  • They react when you greet them, help them, give them something, frighten them, or hurt them.
  • They look for beds and shelter at night. Villagers caught outside wake when danger gets close, and the village tries to light unsafe ground.
  • Friends spend time together. Enemies keep their distance. Grieving villagers may receive a quiet visit from somebody who cares about them.

One important change: right-click no longer opens the vanilla trade screen. It greets the villager instead. Sneak while holding an item to offer it as a gift. Villagers barter among themselves, but player trading is not ready yet.

What villagers actually do

Work and everyday life

Villagers farm, mine, cut wood, gather materials, craft, share supplies, build, and repair damage. They improve at the work they keep doing. Jobs use claims, so a whole crowd does not fight over the same crop, tree, chest, or block.

Builders check the ground and available materials before starting. Houses fit the terrain instead of floating on dirt pillars, and finished buildings have usable interiors, doors, beds, and light. Construction stops when the settlement has enough essential homes, food, and storage. The village does not keep covering your world in pointless buildings.

At night, people look for a real bed and shelter. Somebody who cannot reach either may settle near the village center instead of wandering forever. Open-ground sleepers are light sleepers. A nearby hostile gets them back on their feet.

A mind behind the work

Every villager has a lasting personality based on the Big Five traits. That temperament affects courage, curiosity, sociability, patience, and the way they react emotionally. They also track hunger, rest, safety, company, comfort, purpose, stress, morale, and longer-lived moods.

Memories are bounded and tied to real events. Villagers remember important people, places, injuries, kindness, loss, danger, and unfinished work. Successful choices can earn a little more confidence later, but current evidence always matters more than an old habit.

Their speech follows the same rule. A villager can talk about the job, danger, person, need, or memory that is actually on their mind. They do not invent a wedding, death, friendship, or pile of food that never existed.

Families, grief, and history

Villagers make friends, rivals, and enemies. They court, marry, and raise children. A child inherits a stable blend of both parents' temperament, along with a small head start from family skills. The child remains their own person.

Grief lasts. Villagers remember the dead by name and comfort people they genuinely care about. After a real visit, the bereaved get some peace instead of attracting an annoying queue of visitors.

In an established settlement, a local death can found a graveyard when terrain changes are enabled and a safe site exists. Later graves fill its rows when space allows. Their epitaphs come from the life that person actually lived.

The village Chronicle records births, marriages, deaths, elections, coups, and other turning points. It becomes a history of that settlement instead of a list of random flavor text.

A village that organizes itself

Once enough villagers are ready to take part, the settlement elects a leader and council. Political pressure can eventually grow into a bloodless coup plot. Guards patrol, train, equip themselves, and respond when the village is threatened.

Community traditions only happen after something gives them a reason. A death can lead to mourning. A genuine harvest surplus can lead to a gathering. Courtship, grief, grave visits, and coup plots are allowed to take time. They are not fired on cue because the player has been waiting ten minutes.

Danger and defense

A brave villager may stand beside a friend. The same villager still retreats when a fight is clearly lost. People call for help, react to nearby threats, use visible tools and armor, and try to reach safer ground.

Combat stays Minecraft-clean with no gore. Ordinary retaliation against players starts disabled. A confirmed villager-killer is the exception: one killing can bring a non-lethal expulsion, while repeated killing within the village's memory can trigger lethal defense. Lethal villager-on-villager feuds also start disabled.

The mod keeps track of identity through supported vanilla transformations. Zombie conversion is prevented by default. If you enable it, a marked zombie villager can recover their original mind when cured. A villager changed by lightning keeps their name, selected trusted bonds, and acceptance in their settlement as a witch. Naturally spawned zombies and witches never inherit somebody else's life.

How villagers remember you

Every opinion belongs to a specific player. On a server, your friend's clean reputation survives whatever you did to yours.

Villagers remember gifts, attacks, apologies, and help. Relationships slowly drift after a long absence, but they do not reset the moment you leave render distance. Witnesses can gossip, although gossip does not make the whole village instantly know everything.

Stay away long enough and a villager who became close to you may notice your return, walk over, and welcome you back. Build something near a curious villager and they may inspect it during free time. If somebody refuses an apology or invitation, they visibly shake their head, so the answer is readable before the speech line disappears.

Following is optional and starts disabled. When enabled, a trusted villager may agree to walk with you for a while, then head home when they have had enough.

What "AI" means in this mod

There is no ChatGPT or other language model inside the released mod. No API key, account, cloud service, generated-dialogue service, or external telemetry. Optional diagnostics stay on your machine and start disabled. Nothing about your village gets sent away.

The brain is ordinary local Java game logic. A villager reads nearby world state and remembered facts, updates their needs and feelings, weighs the goals available to them, and commits to one action. Later, they remember how that action went.

Behavioral decisions do not use randomness. Give the brain the same saved state and the same observed inputs and it resolves the same choice. A whole Minecraft world will never replay frame for frame, of course. Players, vanilla physics, entity collisions, tick order, and other mods can change the situation around the villager.

I chose this method because I want every important action to have a trail behind it. If somebody holds a grudge, you should be able to find the day you earned it.

Performance and distance

Nearby villagers do the most detailed thinking. By default, that active range is 48 blocks from the nearest player. Loaded villagers from 48 to 96 blocks keep their lives moving with less frequent spatial work. Farther away, an entity that Minecraft still keeps loaded runs only inexpensive survival and internal-state updates.

Sapience never loads chunks by itself. Minecraft's own chunk-ticking rules remain the outer limit.

On the exact beta.354 release build, the fixed packed-80 test measured 6.7 ms average, 8.6 ms at the 99th percentile, and 9.8 ms at the slowest sample, under Minecraft's 50 ms tick budget. The separate 250-villager abuse test kept 250 out of 250 villagers and reached a 31 ms peak. That 250-villager run is a stability test, not a recommended normal village size, and results still vary by hardware and modpack.

Commands, settings, and compatibility

Controls and commands

  • Right-click: greet a villager.
  • Sneak while holding an item: offer it as a gift.
  • Sneak with an empty hand: ask a trusted villager to accompany you when following is enabled.
  • /villager: read the nearest villager's personality, mood, current goal, skills, family, and opinion of you.
  • /sapience stats: see the settlement population, leadership, council, and defense state.
  • /sapience version: check the installed build.
  • /sapience reload: reload the config without restarting. This requires operator permission level 2.

The mod creates config/sapience.json on first run. You can tune or disable building, terrain changes, gathering, combat, marriage, children, traditions, politics, military behavior, names, speech, held items, armor, simulation distance, and performance mode.

Following, ordinary player retaliation, and lethal feuds start disabled. Turn off allowTerrainModification if you do not want villagers placing or breaking blocks.

Compatibility and world safety

  • This build supports Fabric on Minecraft 1.21.1 with the matching Fabric API.
  • Install the same Sapience jar and Fabric API on the server and every joining client.
  • Mods that replace villager behavior, trading, equipment, held-item rendering, or the villager model may conflict. Test the exact pack you plan to use.
  • The mod reads ordinary beds, blocks, entities, and Points of Interest. It does not replace POI data, workstations, world generation, dimensions, networking, golem spawning, or general golem AI. One narrow rule stops a golem attacking a village-accepted transformed witch until real betrayal revokes that acceptance.
  • Terrain work checks reach, materials, known structures, block entities, water, drops, and nearby protected cells. Ordinary Minecraft blocks do not reliably record who placed them, so the mod cannot identify every player-placed natural log or stone. Disable terrain changes if that matters in your world.
  • NeoForge, Sinytra Connector, Minecraft 1.20.1, and unlisted 1.21.x versions are not supported by this build.

The mod is closed source and All Rights Reserved. You may download and play the official build, make videos, streams, screenshots, reviews, and written coverage. Modpacks may include the official unmodified jar with clear credit and a link to the official download page. See the included license for the full terms.

Getting started

  1. Install Fabric Loader for Minecraft 1.21.1.
  2. Install the matching Fabric API.
  3. Put the Sapience Fabric 1.21.1 jar in the mods folder on the server and every joining client.
  4. Back up the world, launch, and find a village.
  5. Watch for ten minutes. Greet somebody, offer a gift, and use /villager whenever you want to understand why a person did something.

Sapience is free to download and play. I build it in my spare time, and I read the reports. Early players have already led me to real fixes. If you catch something clever, strange, funny, or broken, send it to me through discord (https://modrinth.com/user/aZoOoZeGamer612).

Последние версии

Все версии →
release

Sapience 1.1.0-beta.357

1.1.0-beta.357
22 окт. 2026 г.162Minecraft: 1.21.1fabric
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# Sapience beta.357 ## Changes since beta.356 ### Careers and clothing - Villagers now wear clothing that matches their settled Sapience career. Farmers, builders, defenders, miners, woodcutters, traders, and leaders use the closest matching outfit from Minecraft’s normal villager clothing. - Clothing follows the villager’s saved career rather than nearby workstations. Temporary jobs no longer cause outfits to flicker between roles. - Established career changes require the alternative role to remain justified for ten in-game minutes. The handover waits until the villager is no longer fighting, fleeing, sleeping, gathering, building, or crafting. - New adult citizens can fill an established village need without waiting to leave a former career. - Pending career changes retain their reason through save/load. Village need, trusted player opportunities, personal fit, and civic duty appear in `/villager` and ground the Chronicle entry and speech when the change happens. - The five standard clothing badges now reflect practice in the corresponding Sapience skill. Mastery uses the existing skill threshold. - Career clothing and badges are visual only. They do not create vanilla professions, trade offers, workstation claims, trading levels, or stat bonuses. - Children retain neutral citizen clothing until adulthood. - Resource packs can still replace the standard profession textures. Sapience respects replacement models rather than forcing fitted vanilla clothing over a body that removes those layers. ### Building-site searches - Building surveys now process a fixed number of candidates per tick instead of searching large areas in one burst. - Surveys retain a stable anchor and deterministic candidate order. - Builders recheck the chosen footprint before changing the first block. - Terrain suitability is now separate from temporary occupancy. A passing player or villager no longer permanently invalidates usable land. - Builders wait for occupied placement cells to clear and abandon the attempt safely if they remain blocked. - Changes in communal stock no longer split one home survey across several cursors. Each bounded scan finishes against its initial budget, while final admission checks the current bill. - Failed searches can be reconsidered when actual available stock increases. ### Home costs and material gathering - First-home projects now price the walls and foundation together before the initial material-gathering trip. - Builders retain the exact building type, surveyed site, and complete bill during acquisition, then recheck that site before construction. - The shared survey slot is released while the builder gathers materials. - A rejected or changed site invalidates its old quote. Reloading replans the work without creating stock. - Builders distinguish unsuitable land from a suitable lot that needs more foundation material. - When neither existing two-bed home can be built with current stock, builders compare their complete costs and gather toward the cheaper legal option. Family homes retain preference on equal costs. - Site comparisons now use the net imported foundation cost after safe excavation recovers usable blocks. - Searches no longer stop early because a gross fill estimate appears to be the minimum. A later cut-and-fill site can still qualify with a lower real bill. - Conservative cost pruning was corrected so it does not discard legal compact-home alternatives. - Sand and gravel drops are not counted as guaranteed funding. - Walking between an empty quarry and the village no longer renews a construction fund indefinitely. - Real material acquisition and advancing block-break work count as progress. Idle routes, unchanged targets, and empty round trips do not. - Exhausted material sources return their workers above ground. - Directly claimed home funds now use the same retirement and deposit path as fallback projects. Carried materials remain accounted for. ### Construction and work continuity - Cottage preparation preserves natural floor blocks that the blueprint intends to keep instead of digging them up and spending wall stock to replace them. - Required doorstep cells still receive their proper preparation. - Builders now distinguish open hillsides from underground work. Higher neighbouring ground alone no longer causes repeated surface-return attempts. - Actual cover, registered mine access, and confined pits still require the appropriate return to the surface. - Underground work uses the surrounding grade rather than the low height of the stair the worker just opened. - Builders now find an exact, reachable position that clears their body from the pending placement cell. - This replaces fractional step-aside destinations that navigation could consider reached without moving. - Step-aside checks include the full body, a clearance margin, both bed halves where applicable, safe footing, hazards, collision, occupancy, and loaded terrain. - The search remains bounded and deterministic. The existing cancellation limit is unchanged. - Returning home at dusk ends the interrupted gathering shift instead of allowing stale mining work to reclaim the next plan. - The between-plan building dispatcher now respects the same daylight boundary as the planner. - Funded construction pauses at night without discarding the legitimate job or materials needed the next day. - Slow pickaxe work can finish without being mistaken for a stalled source, provided actual break progress continues. ### Mining and quarry work - Mining now covers the complete physical job: prospecting, quarry stairs, reaching deposits, ore handoff, owned spoil, safe exit, and abandoned-shaft backfilling. - Failed prospects must not leave an unaccounted open hole in the settlement. - Narrow mine stairs admit one active worker at a time. Other workers yield and handle their needs instead of crowding the passage. - Working miners retain their passage claim through swings and cooldowns. Interrupted claims expire, and old claims clear when mine records are restored or retired. - Mine surveys follow the actual top-down clearing order. Stone behind forbidden sand or protected blocks no longer makes an unusable stair appear viable. - Descending stairs check the entire swept head space, including the upper forward ceiling lip, before opening or entering the lower landing. - The same safety checks can repair an older registered passage. - Registered quarry stairs can clear their exact remaining soil headroom or prepared continuation landing when support and both head cells are safe. - Suitable pickaxes can clear raw natural sandstone and red sandstone from those exact registered stair cells. - These exceptions do not authorize unrestricted earthmoving or sandstone quarrying. - Returning miners finish the cleared last stair before choosing another rock target. A nearby higher face can no longer pull them back above the quarry. ### Mine exits and underground recovery - Home, food, and storage trips leave a registered mine through its known entrance before continuing across the surface. - Depleted work faces no longer erase the known exit. - Exit selection uses stable nearest-mouth ordering and does not take materials or a mining claim. - Underground recovery retains its checked walk-out path while the villager makes physical headway instead of restarting emergency digging between route probes. - A genuine five-second stall still releases a failed route. - Rescue no longer ends halfway up a mine because the villager entered the initial six-block admission tolerance. The worker must reach the proved mouth and stand at surface level. - A genuinely reached local surface can also resolve recovery when the old raised mouth has been flattened. - Productive home-supply mining is recognized as legitimate work. A builder gathering stone for a committed home is no longer repeatedly interrupted by displaced-villager recovery. - Idle or unrelated underground work still yields when recovery is needed. ### Terrain and structure protection - Emergency digging preserves registered mine stair supports, including natural stone and ore carrying a communal tread. - Emergency excavation checks adjacent water and lava before opening a dry wall. - Home surveys and final construction admission reserve existing mine supports, swept headroom, and the surface exit step. - The reservation includes the building’s foundation-preparation volume and remains valid for depleted registered mines. - New homes can no longer seal an existing registered mine entrance. - Emergency excavation recognizes crafted smooth and cut sandstone variants before a home finishes registration. - Incomplete desert homes retain their wall protection. Raw natural sandstone remains available where the specific mining rules permit it. ### Farms and food - Compact farms can establish on smaller usable patches without an oversized invisible margin rejecting the field. - A completed farm must still be one coherent, planted field. Scattered farmland does not count as completed infrastructure. - Farm admission checks unsupported sand and gravel before construction updates can collapse the field or its approach. - Farmers wait through vanilla’s airborne no-query state instead of blacklisting a crop because a path request happened during a jump. - Genuine route refusals and interrupted-route failures remain enforced. - Critical hunger interrupts unrelated stale work when a real food route is available. - Hungry villagers no longer resume old mining work ahead of food selection. - Active fishing remains food work. Existing production and help fallbacks remain available when no food route exists. ### Shared storage and deliveries - Storage ownership and expansion checks prevent several villagers noticing the same need from creating an unnecessary empty second chest. - Storage-side path probes no longer disturb the carrier’s live navigation. - Accepted approaches hand their exact target and first adjacent node to movement before reporting that travel has started. - Chest approaches use actual dry standing height on uneven ground. - If direct approaches fail, carriers can use bounded, checked intermediate legs that make real progress toward the chest. - Unsafe, nonmoving, away-moving, tangent, or endpoint-mismatched legs remain rejected. - A retained leg owns travel until arrival or a genuine stall rather than being discarded for another probe every few ticks. - Initial route-queue waits remain protected. - Once walking starts, later queued probes no longer renew the no-progress deadline. Actual body movement still counts. - Transfers continue to require real physical reach and the existing access checks. ### Crafting and utility work - Utility work requires a reachable crafting table and the appropriate line of sight. - Villagers approach the station and perform timed work. - Exact inputs must be available. - Input consumption and result creation commit together. - Separately owned equipment is preserved. ### Flight and terrain escape - Villagers can use a checked level diagonal when ordinary cardinal escape steps fail. - Diagonal escapes require a safe side passage, dry footing, body clearance, safe drops, improved threat separation, and the existing village-distance limits. - A validated emergency step receives bounded physical follow-through instead of waiting for a later steering request while a pursuer attacks. - Badly wounded villagers retain their emergency pace while flight still physically owns the body, rather than slowing when the brief hit animation expires. - Edge recovery moves toward checked support already touching the body instead of leaving a wounded villager waiting on navigation. - A new checked edge correction starts its own pursuit observation. The abandoned route’s old no-progress debt cannot cancel it before it moves. - Emergency bank searches resume through unvisited candidates instead of repeatedly exhausting their budget on the same rejected nearby paths. - Last-resort climb routes reject approaches that close on the pursuer or enter another observed melee body. - Checked arrow dodges can finish their knockback arc within a short bounded landing allowance when recent melee contact is absent. - Grounded stalls, overshoots, and expiry still force reconsideration. - An earlier arrow wound no longer makes every later pursuer count as an archer. Ranged height restrictions follow the tracked ranged threat. ### Danger and combat - Civilian flight, defender duty, and cornered self-defense have clearer ownership. - Civilians still avoid fights they cannot win. Assigned defenders retain their duty, and trapped residents can defend themselves within the existing bounded rules. - Immediate fight-or-flight planning now uses the same physical danger boundary as execution. - An inaccessible hostile appraisal can no longer recreate an escape that has already resolved. - Broader sightings can still affect emotions without becoming impossible escape destinations. - Healthy villagers without recent bodily damage can resolve an old, non-pressing sighting sooner. - Actual wounds, pressing threats, unstable footing, and unfinished landings retain their safety checks. - Swing cooldowns advance once per combat turn across approach, guarding, retreat, and attack. - Closing distance no longer pauses recovery. Damage and cooldown limits are unchanged. - Combat odds include the selected visible foe’s nearby battle group even when retreat moves it outside the old body-centred query. - This prevents a defender from undercounting the same group and repeatedly re-entering a losing fight. - The query stays inside the existing role-dependent perception envelope. It does not reveal arbitrary unseen enemies. ### Shelter entry - A villager touching its exact front step can settle onto it during an already-owned shelter crossing without losing the checked interior destination. - Checked diagonal contact with that same front step is accepted. - Generic edge recovery no longer overwrites the interior route at an awkward door corner. - Existing door ownership, topology, height, hostile-entry checks, and lease duration remain unchanged. ### Fire and lava recovery - Gathering routes reject new contact-hazard exposure while retaining safe exits from an existing exposure. - Routes cannot leave a hazard and then re-enter it. - Open civic and bedless-rest anchors require dry, fire-buffered footing. - Unhoused daytime returns use the appropriate buffered surface anchor. Finished homes retain their exact interior authority. - Lava escape retains its checked swim-and-climb route instead of treating downward lava drag as an unrelated fall. - Fire recovery can settle onto dry support already carrying part of the body when its centre still lies above lava. - The bounded correction checks the complete movement sweep, collision, occupancy, and newly contacted hazard cells. - Intermediate support does not count as a finished refuge. A checked route to buffered ground is still required. - Applicable support centring happens before driving a lava route that would pull the body away from the bank it already touches. - The supplemental lava-climb motor now requires actual vanilla lava immersion. - Nearby lava detected by a broad contact probe no longer causes false upward movement from dry ground. - Immersed villagers retain the checked lava movement. Dry-bank villagers use ordinary navigation and step-up behavior. - These changes do not heal, extinguish, teleport, remove lava, or create escape platforms. ### Regression and test improvements - Motion checks keep legitimate work-phase handoffs separate instead of stitching them into false twitch windows. - Movement uses three-dimensional distance so real quarry climbing is not labelled stationary pacing. - Original failing playtest traces remain regression cases. Genuine flat-ground oscillation still fails. - Stationary-hop detection requires actual upward movement evidence. Constant-height grounded-flag changes with falling velocity no longer count as jumps. - Genuine rising and jumping cases remain detected with the existing thresholds. - Construction proof recognizes a newly started shell completed through a repair handoff only when its exact type, origin, and full integrity match. - Repairs to old homes, incomplete structures, farm work, mismatched origins, and duplicate events do not receive new-home credit. - Woodcut tests wait for the exact villager’s brain attachment before pinning a target. - Natural-world startup freezes at the intended tick boundary before delayed readiness bookkeeping can advance the world. - A dedicated lava-bank regression reproduces the saved failure’s collision and lava arrangement. - The bank test requires a real support-centering event, a checked route, safe arrival, and stable footing afterward. - Lava remains present during the observed escape, with no healing, teleporting, or terrain assistance. - Failed worlds and diagnostic evidence were retained alongside the final passing results. - Designed-failure canaries verify that broken behavior reaches the final failure verdict. ### Release verification - All 1,463 Java tests passed: 1,222 fast tests and 241 registry-backed tests. - Two fresh deterministic boots produced byte-identical results and matched the reviewed full semantic and persistence fingerprint. - One-day survival completed three homes, six beds, and 17 planted crops. - Generated-world survival retained all 24 villagers, with two structures, three crops, 17 peak sleepers, and 57 peak hostiles. - The generated-world run ended without unresolved acute recovery at dawn. - A 40-frame rendered visual sweep passed, along with conversation and reload checks, five-family vernacular rendering, and equipment views. - Functional behavior, transformations, interrupted-work continuity, and save/load checks passed. - Population stress retained all 250 original villagers. The measured local megacrowd peak was 11 ms per server tick; this is a test result, not a hardware-independent guarantee. - Hostile-flood, churn, simulation-distance, dimension, void, and water checks passed. - The seven-simulated-day soak covered 169,200 game ticks and retained all 24 villagers with no founder deaths. - That soak ended with four homes, eight beds, 19 crops, and 15 peak sleepers, with no final deep non-miner, deep need-pin, or failed deep escape pause. - The focused lava-bank test reached safety in 25 ticks against its 40-tick requirement, retained full health, and passed all 20 stable ticks. - Owned-door checks passed at all three tested loaded simulation tiers. - The losing-fight retreat regression passed 8/8. - A separate cramped-world case completed a paid 47-block family cottage with all 24 founders alive. - The complete release certificate passed coverage, regression-history, receipt, ledger, and final artifact-identity checks. ### Source and license - Sapience’s source code is now licensed under MIT. - The license, mod metadata, distribution documentation, and source archive use the same terms. - The release source snapshot contains 800 files, including the source, resources, build files, tests, documentation, and test tooling. - Private runtime configuration, saves, EULA acceptance, caches, generated build files, and reference decompositions are excluded. - Archive integrity, file inventory, safe paths, file hashes, and known credential patterns were checked. - A clean extraction outside the development checkout built successfully with Java 21. - All 1,463 tests passed again with zero failures, errors, or skips. - The rebuilt JAR was byte-for-byte identical to the certified release. ### Requirements and known limits - Fabric on Minecraft 1.21.1. - Java 21 and Fabric API required. - Tested with Fabric Loader 0.16.9 and Fabric API 0.116.13+1.21.1. - Install the same Sapience JAR and Fabric API on the server and connecting clients. - This JAR does not target other Minecraft versions, NeoForge, or Sinytra Connector. - Back up important worlds before updating. Sapience changes villager AI and can modify terrain. - Vanilla trading is still replaced. Right-click greets a villager; sneak-right-click with an item offers a gift. Player-facing trading is not included. - Some fire-adjacent terrain can still leave villagers waiting for a safe route. Recovery from every generated terrain trap is not guaranteed. - The long soak covers seven simulated Minecraft days, not a real-time week. Detailed CSV recording reached its 64 MiB cap; final-state and gate checks continued. - Arbitrary modpacks, other operating systems, and a real multiplayer session were not certified by this test run. - Sapience continues to run locally through deterministic game logic. No language model, account, API key, or cloud service is required.
release

Sapience 1.1.0-beta.356

1.1.0-beta.356
3 авг. 2026 г.1,1 тыс.Minecraft: 1.21.1fabric
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This update is mostly focused on problems found during real village testing instead of adding another huge system. ### What changed - Fixed the several-second freezes that could happen while villagers searched for places to build. - Builders now check the entire construction area properly and wait for villagers to leave before placing blocks. - Fixed houses being placed on bad terrain, becoming too high to enter, or trapping villagers around the doorway. - Compact cottages now contain two real, reachable beds instead of providing almost no shelter. - Farms now form complete irrigated plots instead of scattered strips of farmland and random holes. - Villagers can establish farms on smaller usable areas without accepting unsafe or broken terrain. - If one farmer cannot reach a valid farm location, the job can now pass to another villager instead of the village giving up. - Mining now covers the full job: finding stone, making a safe descent, gathering a useful amount, leaving the shaft, and sealing abandoned digging. - One-block test holes are no longer treated as successful mining. - Shared storage has stricter ownership rules, preventing multiple villagers from building unnecessary empty chests for the same village. - Physical crafting now requires a reachable crafting table, the correct materials, line of sight, and actual working time. - Improved combat commitment and movement. Defenders continue protecting the village, cornered residents fight back, and villagers recover properly after danger ends. - Improved melee spacing so villagers actually land attacks instead of endlessly stepping toward and away from a zombie. - Villagers now wear clothing based on their persisted Sapience career. Their clothing does not change just because they walked near another workstation. - Career skill is shown through Minecraft’s normal clothing badge levels without restoring vanilla profession AI or trade offers. ### Verification The exact beta.356 jar passed the full release suite, including deterministic repeat runs, first-day survival, natural-world behavior, farming, mining, housing, combat, movement, conversations, equipment, save/reload, population stress, and a seven-day simulation soak. The survival test finished with all 24 villagers alive, working farmland, four real shelter spaces, real sleepers, and no exceptions.
release

Sapience 1.1.0-beta.355

1.1.0-beta.355
31 июл. 2026 г.65Minecraft: 1.21.1fabric
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# Sapience beta.355 Beta.355 is a major hardening update focused on making villagers more reliable, believable, and consistent during long play sessions. ## Smarter survival and village defence - Assigned defenders now wake up and defend one clear village boundary instead of starting fights and immediately abandoning them. - Villagers stop panicking after danger has genuinely ended and return to work, food, sleep, or other real needs. - Villagers hit by arrows or tridents remember the actual shooter instead of fleeing from an unrelated target. - Civilians still avoid fights they cannot realistically win, while equipped defenders respond more consistently. - Escape routes now make better use of completed homes, safe terrain, cover, and nearby support. - Fire, deep water, suffocation, dangerous drops, damaging plants, and crowd pressure properly interrupt ordinary work. ## Better conversations, memories, and relationships - Villagers now hold connected back-and-forth conversations instead of exchanging unrelated lines. - They face each other, remember the subject, and respond to what was actually said. - Dialogue changes according to personality, age, mood, relationships, work, grief, danger, recent events, and time of day. - Villagers no longer talk about events they never witnessed or learned about. - Friendship, gifts, apologies, harm, grudges, family, grief, and village history have more lasting influence. - Revenge and village justice are more proportional. Small disagreements cannot suddenly become murder. - Isolated villagers understand the difference between temporary separation, loneliness, bereavement, and reunion. ## Gathering and construction improvements - Woodcutters finish connected trees instead of leaving floating logs behind. - Saplings avoid houses, doors, farms, paths, work areas, unsafe ground, and trees that are already too close. - Farmers protect farmland, consume real seeds, avoid unreachable fields, and return full inventories to storage. - Miners share structured shafts with stable stairs instead of opening random one-block holes around the village. - Interrupted mining work remembers unfinished cleanup and can safely continue after reloading. - Builders protect homes, farms, paths, doors, storage, residents, and existing structures when selecting sites. - Construction projects retain their materials, progress, interruptions, and ownership through save and reload. - Broken beds, doors, ladders, lights, chests, furnaces, and crafting stations can now trigger repairs. ## Movement, equipment, and transformations - Routine movement no longer uses artificial wobbling. - Villagers keep useful paths longer, brake near dangerous drops, and avoid constantly changing direction. - Tools and weapons sit more naturally in the villager’s hands and only animate during relevant actions. - Armor follows the villager’s body more accurately, keeps faces visible, and scales correctly for children. - Known villagers retain their identity and history when transformed into zombies or witches. - Curing the same zombie villager can restore the original person instead of creating a blank replacement. ## Graveyards and village history - Settlements can establish their own safe graveyards. - Graves use aligned rows, named markers, two-block grave beds, and persisted locations. - Graveyard placement avoids farms, paths, water, buildings, block entities, steep ground, and occupied spaces. - Flowers are no longer created from nothing. A flower only appears when a real mourner brings one. ## Performance and reliability - Repeated farming, tree, mining, and emergency-food searches now reuse short-lived deterministic results. - Construction no longer records hundreds of fake pause and resume events during reduced simulation. - Behavior remains deterministic and entirely local, with no language model, external API, cloud service, or account. - The exact beta.355 build passed determinism, natural survival, movement, conversations, equipment, transformations, persistence, stress, and long-duration simulation testing. ## Important - Fabric for Minecraft 1.21.1 only - Requires Fabric API, Fabric Loader 0.16.9 or newer, and Java 21 - NeoForge, Sinytra Connector, and other Minecraft versions are not supported by this file - Sapience replaces the vanilla trading screen: right-click greets a villager and sneak-interact gives a gift - This is still a save-writing beta, so please back up important worlds before updating
beta

Sapience 1.1.0-beta.354 version 1.21.1 (which is the best one)

1.1.0-beta.354
23 июл. 2026 г.116Minecraft: 1.21.1fabric
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This update is a massive jump from beta.336. Most of the work went into making villagers feel like one complete person instead of a bunch of separate systems fighting over the same body. ## Conversations and personality - Villagers can now hold actual back-and-forth conversations instead of throwing unrelated one-liners at each other. - They face whoever they are talking to, remember the subject, respond to what was actually said, and end conversations naturally. - Speech now reacts to personality, mood, age, relationships, work, hunger, danger, grief, recent memories, and the time of day. - Villagers should no longer talk about events, relationships, deaths, supplies, or weather they do not actually know about. - Children have their own speech, and crowds are less likely to repeat the same line over and over. - Names, personalities, moods, memories, relationships, and conversation history survive save and reload. ## Memory, relationships, and grudges - Friendship and trust now grow from real interactions such as gifts, help, time spent together, apologies, and protection. - Harm, betrayal, witnessed violence, and repeated attacks can create lasting grudges. - Relationships fade slowly after a long absence instead of suddenly disappearing. - Villagers can distinguish an accident from deliberate or repeated harm. - Revenge and village justice are more proportional. A small disagreement cannot instantly become murder. - Gossip spreads witnessed information without magically making the entire village know everything. - Isolated villagers can tell the difference between being briefly separated, genuinely alone, bereaved, reunited, or surrounded by danger. ## Work and gathering - Woodcutters commit to a real tree and finish cutting its connected trunk instead of leaving random floating logs. - Tree replanting avoids houses, doors, paths, farms, water, unsafe terrain, and trees that are already too close together. - Farmers protect farmland, use real seeds, replant harvested crops, return full inventories to storage, and stop targeting unreachable fields. - Villages can create a small safe farm terrace when ordinary terrain has no usable farm location. - Miners use a shared structured shaft instead of opening random holes everywhere. - Mine entrances, stairs, cleanup work, and exhausted searches are remembered through reloads. - Mining searches no longer permanently stop because one area or dimension had no useful stone. - Workers only receive materials when a block was genuinely collected. No phantom resources or gathering through walls. - The exact beta.354 release test successfully mined all 48 out of 48 stone targets. ## Building and terrain - Builders now keep a real project record containing the site, materials, funding, progress, interruptions, and inspection state. - Half-finished buildings survive save and reload and can be taken over by another builder if the original builder dies or transforms. - Villages check the complete building footprint before starting. - Houses avoid farms, paths, storage, doors, water, unsafe drops, existing structures, and underground locations. - Doorways and entrances are checked so villagers can actually enter the finished house. - Buildings use real materials and do not begin when the village cannot afford them. - Beds, doors, ladders, lights, chests, furnaces, and crafting stations are checked before a structure counts as complete. - Damaged structures can be repaired. - Villages stop building once they have enough essential homes, food, and storage instead of covering the world in pointless buildings. - Construction no longer reports a fake pause and resume every couple of ticks. ## Movement, tools, and armor - Villagers keep one intention for longer instead of constantly changing direction. - Movement speed now comes from real causes such as health, urgency, exhaustion, emotion, and the current job. - Pathfinding is more careful around water, cliffs, dangerous plants, occupied cells, and exposed drops. - Villagers should no longer spin, pace in tiny circles, teleport, or endlessly run after a danger has already ended. - Tools and weapons sit in the villager’s actual hand and move only while the matching action is happening. - Armor follows the head, body, and legs instead of floating away from the model. - Helmets keep the villager’s face visible, and children no longer wear adult-sized armor. ## Night survival and village defense - Villagers search across the settlement for usable beds instead of giving up because the nearest meeting point is too far away. - Villagers caught outside at night look for shelter and wake when real danger gets close. - Assigned guards now wake, gather, and defend the same village boundary instead of starting a fight and immediately abandoning it. - Guards can come inward from nearby homes and fields when the settlement is attacked. - Civilians still run from fights they cannot realistically win. They are not turned into disposable soldiers. - Villagers committed to a winnable fight no longer become terrified after taking one small hit. - Critically wounded villagers retreat, while nearby capable defenders may attempt a tightly checked rescue. - Panic ends when the threat is gone, allowing villagers to return to sleep, food, work, and their normal lives. - Battle losses are remembered correctly, including when an attack crosses midnight or the world is reloaded. ## Graves, grief, and village history - Villages can now establish their own graveyard at a safe location near the settlement. - New graves form readable rows instead of appearing as scattered signs wherever somebody died. - Graves have a named marker and a two-block grave bed, and each marker faces back toward the village. - Graveyards avoid farms, crops, paths, water, buildings, containers, unsafe slopes, and occupied locations. - Graveyard locations survive save and reload. - Existing older graves are left where they are. - Flowers are no longer created from nothing. A flower only appears when a real mourner carries one from their inventory. - Villagers remember the dead by name, visit graves, comfort people they care about, and record major events in the village Chronicle. ## Transformations - A known villager converted into a zombie can retain their identity and saved mind. - Curing that same zombie villager can restore the original person instead of creating a blank replacement. - Naturally spawned zombie villagers remain new people and cannot steal an existing villager’s identity. - Villagers transformed into witches keep their name, selected trusted relationships, and settlement history. - A transformed resident is treated differently from an unrelated hostile witch. - Permanent death closes the original family and village identity exactly once and safely handles unfinished responsibilities. ## Performance and stability - Expensive farm, tree, mine, and emergency-food searches are now shared and bounded instead of every villager repeatedly scanning the same area. - Real work still checks the world again before changing a block or consuming materials. - Two large-crowd problems that could freeze the server watchdog were found and fixed. - The fixed 80-villager performance test measured 6.7ms average, 8.6ms at the 99th percentile, and a 9.8ms slowest sample. - The separate 250-villager stress test kept 250 out of 250 villagers and reached a 31ms peak. - A seven-day automated village test finished with all 24 original villagers alive. - Save/reload, conversations, movement, equipment, gathering, building, combat, transformations, persistence, natural terrain, stress, and deterministic repeat runs all passed the final beta.354 release test. ## Important before installing - This build is for Fabric on Minecraft 1.21.1 only. - Fabric API, Fabric Loader 0.16.9 or newer, and Java 21 are required. - Install Sapience and Fabric API on the server and every connecting client. - NeoForge, Sinytra Connector, Minecraft 1.20.1, and unlisted Minecraft versions are not supported by this jar. - Right-click now greets a villager instead of opening the vanilla trade screen. - Sneak while holding an item to offer it as a gift. - Player trading is not finished yet, although villagers can barter resources among themselves. - This is still a save-writing beta. Back up any world you care about before installing or updating.
beta

Sapience 1.1.0-beta.336

1.1.0-beta.336
7 июл. 2026 г.313Minecraft: 1.21.4fabric
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Sapience 1.1.0-beta.335

1.1.0-beta.335
6 июл. 2026 г.28Minecraft: 1.21.4fabric
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# Sapience beta.335 — everything since .332 Two deep bug-hunt sweeps and a full polish pass. Most of it is the quiet, invisible kind of fix, plus the inner life getting truer. ## A deep bug-hunt I went through the whole mod and hunted down everything I could prove was broken. The sort of thing you would never catch failing, because it fails quietly. - **Items behave.** A villager could duplicate something it picked up, or quietly delete the leftover of a partial stack. Both are gone. What a villager picks up is exactly what leaves the ground. A guard also stops destroying its own spare weapon every time a fight starts. - **Nobody dies in a corner you cannot see.** A villager off at the edge of your view could walk into the void, cook on a magma block, or get cornered by a creeper, because the reflexes that save it only ran when you were close enough to watch. They run wherever the villager is now. - **A family that grows again.** If a villager's child died while you were off somewhere else, the parent used to keep it on the family roll forever, talk about it as if it were alive, and never have another. It reconciles the loss now, grieves properly, and its family can grow again. - **Coups actually land.** A plot to overthrow a hated leader had a timer bug that stretched its fuse to hours, so it never went off. It brews and breaks on a real timescale now, and it survives its target wandering off into an unloaded part of the world. - **A missing door counts as a hole.** If a mob takes out a home's door, the village notices the gap and someone comes to hang a new one, so a doorless house stops passing as safe for the night. - **Grief stops looping.** A villager used to reopen an old loss every so often across a long save, whether it was told of the death or saw it firsthand. It remembers who it has already mourned now. And a long tail of the invisible kind: taking a villager to another dimension no longer scrambles its home village's map, a hostile mob no longer leaves a permanent mark in a villager's memory of who it knows, work crews stop reserving a tree or ore vein they have given up on, a herd being culled for food always leaves a breeding pair, a devout villager's standing is not wiped the moment it joins the faith, and a brand new install stops wiping your own config choices on its second load. ## The inner life gets truer - **Feelings come in shades again.** A lingering scare or a long dark night used to pin an emotion at its ceiling and hold it there, flat. Feelings settle at a level that fits what is actually happening now, instead of maxing out and staying stuck. - **They stop crying wolf.** A villager still carrying a little leftover fear could say "did you hear that?" standing in safe daylight with nothing near it. Its uneasy lines are about how it feels now, not a danger that is not real. - **They read the day right.** A villager with an early or late streak used to misjudge when night or a meal was coming, and get caught out. It anticipates the day properly now, whoever it is. - **A friendship lasts.** A bond you had built could evaporate in a few minutes of real time if two villagers went a while without crossing paths. It fades slowly now, the way a real one would. ## Polish A full pass over the actual words the villagers and the mod say to you, so they read cleaner, more human, and grounded in what is really happening.
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Sapience 1.1.0-beta.332

1.1.0-beta.332
5 июл. 2026 г.47Minecraft: 1.21.4fabric
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Three betas landed since the last release, so here is everything that changed to get from .329 to .332. Most of it came out of dropping a crowded village onto a small island and watching what went wrong. ## Sleep, finally A villager without a bed would settle down for the night, drop to the ground, and pop straight back up. Over and over, and fast, so it never actually got any rest. I chased this one for a while. The first cause was small. In a crowd, a neighbor bumping a sleeper lifted it off the ground for a single tick, an "am I on solid ground" check flipped, and it stood up and lay back down every tick after that. I fixed it, and a lone villager slept fine. Then I watched a big village and it was still happening, for a completely different reason. Everyone bedding down funneled onto the exact center tile. Packed in that tight, they kept shoving each other off the one patch of ground anyone could settle on, so almost nobody could hold still long enough to lie down. Now they spread out across the lit ground around the heart, each with room to settle and actually rest instead of getting shoved back up. If your village is a big one, this is the change to watch. ## No more blurring around A crowd bunched onto one spot could shove each other fast enough to look like they were vibrating in place. Sometimes it looked like they teleported. That happened in two spots, in a fight and in the nightly gather to sleep, and both are quiet now. They move at a pace you would believe even when they are packed in. A villager running for its life still bolts, because it should. ## A grudge that means something This one bugged me for a while. A villager out for revenge used to trail you at a nervous distance and never actually do anything, like it was frightened of the person it was angry at. Now it commits. The bold ones walk up and confront you, or come to blows. The timid ones give you the cold shoulder and talk about you behind your back instead of shadowing you around all day. ## The small stuff that broke the spell - Fewer logs left hanging. A woodcutter used to leave a log or two behind where a tree came down, because the leaves it uses to recognize its own tree decay the second the trunk falls. It spots and finishes those now. And it still will not touch a log you placed yourself. - The shields are gone. Villagers were spawning with them and dropping them on death, and the ground filled up with the things. They hold their own by moving smart instead. - They leave the graves alone. A villager could dig its way out of a jam straight through a headstone. Signs are off limits now, same as any build you make. - No more prospect holes. On a stone-poor island, villagers kept digging little pits after stone, hitting water a few blocks down, and giving up, over and over in the same spot. The village remembers where a dig came up dry and stops sending anyone back there. - A wiped-out village will not leave a carpet of tools behind. A villager's tools are its trade kit. They stay with it now instead of scattering when it dies, same as its armor. Gathered goods still drop, and you can pick those back up. ## Under the hood There is a new self-check that runs every second and flags any villager caught holding two states that cannot both be true at once. So a contradiction like that revenge bug cannot quietly creep back in without me hearing about it. Same as always. No LLM, and no internet either. It is all classical AI running on your own machine. Every build has to clear an automated test gauntlet before it ships, and that includes a determinism proof where I play the same world twice and demand byte-identical results, plus a full simulated survival day. Still a beta, and it writes into your save, so please back up your world first. When you find something weird, and you probably will, tell me. Your reports are what decide the order I fix things in.
beta

Sapience 1.1.0-beta.329

1.1.0-beta.329
4 июл. 2026 г.51Minecraft: 1.21.4fabric
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Sapience 1.1.0 beta.328

1.1.0-beta.328
4 июл. 2026 г.32Minecraft: 1.21.4fabric
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Somewhere around sixty releases of work since beta.262, landing as one version. It touches nearly everything, so settle in. ## The village survives the night now This one cost me the most. Early in testing I dropped a village of 24 on rough wild terrain and just watched. By morning, half of them were dead. Starvation, zombies, open trenches, no shelter. That night became my checklist, and I kept rewriting systems until the same test stopped killing people. So here's what a village does on its own now. It plants a farm before anyone starves, even when everybody spawned with empty pockets. Villagers earn everything from the world itself, breaking wild grass for seeds and felling trees for wood. When the sun drops, the ones without beds gather at the heart of the village to sleep close together, and somebody usually walks the dark paths planting torches. A settlement that takes a beating picks itself back up the next morning. The last test run before this release came out 24 out of 24 alive. Zero deaths. I may have stared at that number for a while. And there's a small reward for a night like that: the survivors gather at the village center in the first light. If somebody died, the morning stays quiet. They can tell the difference. ## Homes you'd actually live in Villages pool their materials in a shared chest and fund construction together. A grown settlement raises proper cottages and a four-bed shared house rather than a field of dirt holes. Every home gets a door villagers can open and zombies can't, a bed, light inside. Hillside builders now carve the floor into the slope the way you would with a shovel in hand. The old emergency dugout got rebuilt as a walk-in storm cellar. Damaged buildings get noticed and mended by whoever is closest. And I have to confess a bug here, because it's a good one. Since the day doors existed, the door was the last block placed in every single build. Which meant a builder interrupted late, by hunger, by a zombie, by anything, left behind a finished-looking home with a wide open hole where the door belonged. Straight line from the night mobs to the beds. I caught it the same morning I planned to release. Doors go in with the walls now. ## Graves, grief, and coming home to bad news The first death founds a graveyard at the edge of the village. Later graves line up beside it in rows, turned earth, the occasional flower, and a true line about who rests there. Beloved of somebody, usually. Mourners actually visit. Grief got honest too. Villagers only mourn real deaths. The ones who loved the dead carry it for days. And a villager who was away when it happened hears the news on returning, and grieves late, which is probably the most human thing in the whole update. ## The part where they notice you Three little moments I'm genuinely fond of: - Stay gone for a day or more, and a villager close to you will drop its work when you return and come welcome you back. You don't click anything. They just noticed. - Put a block down near a curious villager and it will probably wander over on its next break, look your work up and down, and pass silent judgement. - Turn one down, or apologize badly, and you get an actual head shake. Readable from across the yard, before a single word. ## Less script, more person I went through everything a villager says, feels, and does in company and hunted down every moment that smelled fake. Dozens died. Nobody praises carrots that don't exist anymore, or announces iron nobody found. Children sound like children, and they only fight bedtime when it's actually bedtime. Two villagers talking now face each other, open with a little wave, and trade audible back-and-forth. A starving villager looks the part, moves the part, and a starving village no longer throws itself a festival, which used to happen and was as absurd as it sounds. Sleep works like sleep. People stay in bed unless danger reaches the doorstep, nobody eats mid-slumber, and a villager resting outside at night can be nudged awake rather than standing there like a shop mannequin. ## Fights with some sense in them Warriors step in and out between swings now. Villagers flee creepers rather than boxing them, quit walking into skeleton arrows, and abandon fights they can't win. Guards hold the line while the helpless get clear. Fear spreads through a crowd the way it should. Still bloodless, so younger players are fine. ## Work that keeps moving Miners dig clear down to stone, finish the long shafts they start, and backfill the holes they abandon. No more open scars around the village. Full packs get emptied into the village chest so gathering never stalls. Crafting takes every wood type now, and that one line matters more than it sounds: spruce and jungle villages could never craft tools before, so they never mined, and I only found out why last week. Farmers till from scratch, replant what they harvest, and quit pacing at fields they can't reach. And nobody, under any circumstances, chops or mines through a wall anymore. ## The boring but load-bearing stuff Villagers far from any player rest their heavy thinking, which keeps big worlds light. On my bench, 80 villagers packed in one spot hold under 6 milliseconds a tick against the game's 50 millisecond budget. Every release also has to pass an automated gauntlet before it ships: roughly 50 behavior checks, a full simulated survival day, a save-and-reload round trip, and a determinism proof that runs the same world twice and demands byte-identical results. Still a beta. It writes into your save, so back up your world first. And when you find something weird, and you probably will, tell me. Reports decide what I fix first, and updates land often.
beta

Sapience 1.1.0 beta.262

1.1.0-beta.262
26 июн. 2026 г.34Minecraft: 1.21.4fabric
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