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SentientMobs

Mobs Aren't Dumb Anymore. Every Mob Thinks Smarter.

Автор: hafiy_dev1,3 тыс.11обновлён 6 окт. 2026 г.
ПриключенияМеханики игрыМобы

Описание

SentientMobs

Mobs Aren't Dumb Anymore. Every Mob Thinks Smarter.

More AI plugins are showing up. That's a good thing.

But making mobs smarter shouldn't mean making your server slower.

SentientMobs is all about smarter behaviour, better combat, and AI that doesn't waste your server's resources. Mobs can learn from situations, work together, react to threats, and behave differently depending on what they are.

And we're still working on making it better.

Smarter mobs. Better optimisation. Less wasted performance.

What can mobs actually do?

  • Zombies coordinate attacks, flank players, and regroup when things get rough.
  • Skeletons keep their distance, reposition, and switch between ranged and melee combat.
  • Creepers and spiders use dedicated combat behaviours instead of blindly rushing in.
  • Villagers work, react to danger, talk to players, and help defend their homes.
  • Iron Golems protect villages and respond to threats.
  • Herd animals react when members of their group are attacked.
  • Mob squads use different roles and coordinate their actions.
  • Mob personalities and memory make behaviour more than just a collection of random actions.

Smarter AI doesn't have to be expensive.

SentientMobs isn't just about adding more behaviours. It's also about improving pathfinding, managing AI updates, recovering from stuck navigation, and fixing the little things that waste server resources.

The goal is simple: more intelligent mobs without unnecessary performance overhead.

Want the full feature list?

Check the sections below for more details about mob AI, village systems, configuration, and technical improvements.


🧠 Personality, Squads & Memory

Read more about the AI systems

Personality System

Supported mobs can have persistent personality profiles that influence their behaviour.

Personality archetypes include:

  • Aggressive
  • Cautious
  • Hunter
  • Ambusher
  • Coward
  • Social
  • Bruiser
  • Balanced

Traits can influence aggression, bravery, cooperation, patience, curiosity, and self-preservation.

The idea is simple: not every mob should react to a situation in exactly the same way.

Squad AI

Supported mobs can coordinate with compatible allies and take on different roles.

Squad roles include:

  • Leader
  • Flanker
  • Bruiser
  • Ranged
  • Reserve
  • Support

Squad behaviours can include shared targets, coordinated movement, threat tracking, and tactical decisions.

Memory System

Supported mobs can retain information about relevant encounters and threats.

Depending on the behaviour and memory type, this includes:

  • Recent targets and hostile encounters
  • Dangerous locations
  • Escape routes and tactical information
  • Player reputation and repeated interactions
  • Threat awareness and danger avoidance

These systems provide the foundation for more varied and reactive mob behaviour.


⚔️ Smarter Combat AI

Read the full combat feature list

Zombies

  • Coordinated attacks with nearby allies
  • Flanking and encirclement behaviour
  • Improved pursuit and target handling
  • Regrouping and tactical positioning where supported
  • Better obstacle handling and stuck recovery

Skeletons

  • Ranged combat positioning
  • Strafing and repositioning
  • Improved distance management
  • Melee engagement when appropriate
  • Switching between melee and ranged combat
  • Improved bow handling and target management

Creepers

  • Dedicated AI behaviour
  • Improved pursuit and target prediction
  • Better approach angles
  • Improved stuck recovery
  • Vanilla targeting and fuse behaviour retained where applicable

Spiders

  • Dedicated AI behaviour
  • Improved pursuit and movement
  • More appropriate handling of obstacles and targets

Raid Mobs

  • Improved navigation and target pursuit
  • Better handling of unsafe terrain where supported
  • More coordinated movement and combat behaviour

Iron Golems

  • Improved target prioritisation
  • More responsive village defence
  • Support for escort and defensive behaviours
  • Better coordination with village-related systems

The exact behaviour depends on the entity, enabled features, and installed release.


🏡 Living Villages

Read the full village feature list

Profession Work System

Villagers can perform profession-related activities according to the configured system.

  • Farmers can harvest and replant crops.
  • Villagers can generate profession-based supplies.
  • Resources can be deposited into the Village Community Chest.
  • Villagers can travel between workstations and storage.
  • Production can pause when storage is full.
  • Work routines can account for stamina and food supply.

Village Community Chest

Villages can maintain shared resource storage.

  • Automatic resource deposits
  • Shared village supplies
  • Food and supply management
  • Chest detection and storage handling
  • Configurable activation

The system can be disabled for servers that prefer a more vanilla-style experience.

Village Identity

Supported village systems can maintain persistent information, including:

  • Village IDs and names
  • Village centres and biome information
  • Community Chests and signs
  • Village leadership
  • Persistent village data across restarts

Village names can be generated automatically using biome information, with collision protection.

Leadership & Diplomacy

Village leadership systems provide additional structure for village behaviour.

Depending on the enabled systems, villages can maintain leadership information and diplomatic relationships.

Diplomatic states include:

  • Neutral
  • Allied
  • At War

Village warfare is experimental and should be treated as such.

Villager Behaviour

  • Improved navigation to beds and shelter
  • Reactions to nearby danger
  • Shelter-seeking behaviour
  • Warnings and group responses
  • Improved stuck recovery
  • Better villager lifecycle and registration handling

Villager Dialogue

Villager conversations can be customised through configuration.

  • Custom dialogue and greeting phrases
  • Configurable chat and greeting chances
  • Conversation cooldowns
  • Limits on phrases per conversation
  • Floating speech bubbles
  • Bubble stacking to reduce overlap
  • Player interaction through /talk <message>

Villagers can respond to simple keyword-based conversations in English and Indonesian.

Automatic Iron Golem Recovery

Supported village defence systems can summon replacement Iron Golems when appropriate.

Settings can control village detection radius, maximum golem counts, and summon cooldowns. Safe-spawn checks help prevent inappropriate spawning.


🐑 Wildlife & Herd Defence

Read more about animal behaviour

SentientMobs also improves the behaviour of supported herd animals.

  • Herd members can react when another member is attacked.
  • Groups can respond to nearby threats.
  • Target prediction helps improve defensive responses.
  • Improved navigation for cows, sheep, and horses.
  • Better pathfinding and recovery from stuck situations.

The goal is to make animal groups feel more responsive without replacing their existing Minecraft behaviour entirely.


🧭 Pathfinding & Performance

Read the technical details

SentientMobs has received multiple improvements to navigation, AI scheduling, and entity handling.

Pathfinding

  • Improved destination tracking
  • Better obstacle avoidance
  • Stuck detection and route recalculation
  • Navigation recovery
  • AI distance tiers
  • Optional asynchronous pathfinding support for complex navigation

AI Scheduling

  • Improved update distribution for larger mob populations
  • Better handling of entities in update queues
  • Behaviour priority and state machine improvements
  • Improved entity lifecycle handling
  • More reliable cleanup of AI tasks and memory

Stability

  • Cross-world target checks
  • Improved world-unload handling
  • Reduced repetitive error messages
  • Reload reliability improvements
  • Improved configuration handling
  • Better resource and entity tracking

Performance depends on server hardware, mob population, configuration, and platform. These improvements are intended to make the AI more reliable, not to guarantee a particular performance increase.


⚙️ Configuration & Administration

Read the administration features

SentientMobs provides configuration options for supported AI systems and village mechanics.

Depending on the installed release, administrators can configure:

  • Personality and squad behaviours
  • Memory-related systems
  • Villager profession work
  • Village Community Chest
  • Automatic Iron Golem recovery
  • Villager dialogue and greetings
  • Villager names and nametag visibility
  • AI distance tiers and pathfinding
  • Platform compatibility options

Additional administration features include:

  • Runtime reload support
  • Configuration migration
  • Update checking
  • Administrator update notifications
  • Developer AI debugging tools
  • Commands for supported systems

Check the generated config.yml and in-game command help for the options available in your version.


🔧 Compatibility

PlatformStatus
PaperRecommended
PurpurRecommended
FoliaRecommended
SpigotSupported
CraftBukkitSupported

Compatibility varies by Minecraft version and plugin release. Please check the supported versions listed for the specific download before installing.


📜 A quick note about updates

SentientMobs has grown through many releases, from its original mob behaviour improvements to personality, squad coordination, memory, village systems, dialogue, and navigation improvements.

Older releases may not contain every feature listed above. For the latest fixes and additions, check the changelog for the version you're using.

Thanks for trying SentientMobs! If you find a bug, please report it with your Minecraft version, server software, plugin version, and relevant console output.

Suggestions and feedback are always welcome.

Mobs Aren't Dumb Anymore. Every Mob Thinks Smarter.

hafiy_dev

Последние версии

Все версии →
release

Smarter AI, Better Behaviour

2.4.5
6 окт. 2026 г.254Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3bukkit, paper, purpur, spigot
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# SentientMobs 2.4.5 - Smarter AI, Better Behaviour *Includes SentientP&FAI v1* > **Mobs aren't dumb anymore.** ## Fixed * Fixed zombies throwing errors when their target changed worlds. * Fixed skeletons keeping targets from another world. * Fixed herd animals not reacting when one of them was attacked. * Fixed herd animals using the old pathfinding system. * Fixed villagers never getting tired while working. * Fixed villager hunger and food supply not working correctly. * Fixed community chest detection causing heavy lag. * Fixed supply managers constantly switching between villagers. * Fixed multiple supply managers fighting over the same villager. * Fixed newly generated community chests having no food or trade items. * Fixed skeleton melee mode not dealing damage. * Fixed skeleton bows being replaced or lost when switching to melee. * Fixed skeletons staying in melee mode from too far away. * Fixed AI updates stopping for mobs late in the update queue. * Fixed AI errors spamming the console. * Fixed villager nametags always being visible. * Fixed villager nametags remaining visible after disabling the name generator. ## Added * Added world checks to AI target handling. * Added `forage-delay-ms` and `forage-regen` settings. * Added villager nametag controls. * Added `/sentientmobs nametags <on|off|clear|status>`. * Added food claiming for supply managers. * Added better supply manager rotation. * Added improved pathfinding support for cows, sheep and horses. * Added basic melee attacks for skeletons. ## Changed * Improved community chest searching. * Improved AI update scheduling for large mob counts. * Improved skeleton melee/ranged switching. * Improved herd defence response time. * Improved villager stamina handling. * AI error messages are now limited to prevent console spam. * Nametag visibility can now be disabled without removing the villager's stored name. ## Notes * Existing villager nametags can be hidden with `/sentientmobs nametags off`. * Use `/sentientmobs nametags clear` to permanently remove names generated by SentientMobs. * A server restart is recommended after updating to 2.4.5.
release

SentientMobs 2.4.1

2.4.1
5 сент. 2026 г.152Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# 📋 SentientMobs 2.4.1 ## I have no ideas for a slogan. ## 🐞 Bug Fixed * **Persistent Villager Identity** Improved the persistence of villager identity data, including first name, gender, citizen number, village ID, village name, profession, and leadership status. * **`null Villager` Names** Added stronger protection to prevent `firstName` from ever becoming `null` or the literal string `"null"`. * **Automatic Identity Self-Healing** Villagers already affected by the `null Villager #2` issue will now be automatically detected and repaired when loaded. * **Profession-Aware Nametags** Villager names now properly update when their profession changes whilst preserving their original first name and citizen number. * **Leadership Nametags** Improved `[Leader]` and `[Council]` title handling, including automatic updates when leadership changes through succession or coups.
release

SentientMobs 2.4.0

2.4.0
3 сент. 2026 г.35Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# 🧠 SENTIENTMOBS v2.4.0 | THE WORLD THINKS NOW **A YUGE update bringing smarter AI, living villages, leadership, diplomacy, performance improvements, and 20+ fixes.** --- ## 🧠 Improved AI & Pathfinding * Improved pathfinding for approximately **25% of supported mobs**. * Better destination tracking, obstacle avoidance, stuck detection, route recalculation and recovery. * Added configurable **AI Distance Tiers**. * Added async pathfinding support for complex mob navigation. * Improved State Machine safety, behaviour priorities and entity lifecycle handling. ## 🏘️ Villages Come Alive * Persistent **Village IDs, names, biomes, centres, Community Chests and Signs**. * Automatic biome-aware Village Name generation with collision protection. * Added **Village-to-Village Diplomacy**: `NEUTRAL` • `ALLIED` • `AT_WAR` * Added experimental village warfare. * Improved village persistence and loading safety. ## 👑 Village Leadership Villages now have recognised leaders. * Persistent Village Leader identity. * Leadership driven by the existing **Council system**. * Automatic leader replacement when a leader is removed or becomes invalid. * New leadership states: `NORMAL` • `ALERT` • `DEFENDING` • `HOSTILE_RESPONSE` • `DIPLOMATIC` * Integrated with **Defence, Diplomacy, Memory, Personality, Squads and Iron Golems**. * Added `VillageLeaderChangeEvent`. * Added `/sentientmobs village info`. ## ⚙️ Performance & Configuration * Configurable AI tier ranges through `performance.ai-tiers`. * Added configuration validation and warnings. * Improved hot-reload behaviour without unnecessarily restarting active AI state. * Reduced unnecessary village scans and persistence operations. * Improved async task lifecycle and shutdown safety. * Added configurable villager dialogue reply timing. ## 🧑‍🌾 Villager Improvements * Smarter profession-aware villager name generation. * Improved `/talk` permission handling. * Improved villager registration, lifecycle handling and error reporting. ## 🛠️ Developer Tools * Added developer AI debugging tools. * Inspect state machines, behaviours, priorities, targets, squads and pathfinding. * Improved diagnostics for AI and village systems. ## 🐛 Bug Fixes Fixed **20+ issues** across: **AI • Pathfinding • Memory • Villages • Leadership • Configuration • Commands • Scheduling • Thread Safety • Entity Lifecycle • Update Checker** Including: * `activeEntities` memory leaks * Duplicate update-checker execution * State Machine NPEs * World-unload handling * Unsafe entity movement * Duplicate Iron Golem behaviour registration * Configuration inconsistencies * Reload failures * Stale Village Leader state * Leadership authority conflicts * Unnecessary YAML writes * Partial village-load data loss * Async task cleanup * Command permission mismatches * Fragile update-checking behaviour * Non-deterministic behaviour priorities ## 🔧 Configuration ```yaml performance: ai-tiers: tier1-range: tier2-range: tier3-range: pathfinding: async-pathfinding: village: leadership: enabled: true decision-interval: 100 ``` ## 📦 Persistence Village identity, leadership, diplomacy, names, signs and locations are persisted safely across restarts, with improved migration and recovery handling. --- # SENTIENTMOBS 2.4.0 **Smarter mobs. Living villages. Real leadership. Diplomacy. Better performance. Experimental warfare.** **The world thinks now.**
release

BUG FIXES

2.3.2.1
10 июл. 2026 г.291Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# **BUG FIXES**
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SentientMobs 2.3.2

2.3.2
10 июл. 2026 г.25Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# **SentientMobs v2.3.2** ## **True Compatibility** A plugin isn't truly compatible simply because it compiles. It has to behave properly under pressure, across every supported version, without falling to pieces the moment reality gets involved. ### **Bug Fixes** * Eliminated ten long-standing bugs affecting memory tracking, housing management, village politics, and Community Chest operations. * Fixed villager memory lookups that could produce incorrect movement detection. * Corrected housing cache initialisation and introduced automatic cleanup to prevent stale data from lingering indefinitely. * Standardised double chest cache keys for reliable village storage management. * Prevented leadership effects from being applied to invalid or dead entities. * Improved Community Chest diagnostics when storage is full. * Reworked personality generation to use deterministic, entity-based randomness instead of unpredictable timing. * Reduced redundant entity lookups and cleaned up several internal systems for improved efficiency. ### **True Compatibility** * Introduced a proper particle compatibility layer covering **Minecraft 1.20.x through 1.26.2**. * Replaced hard-coded particle references with adaptive lookups that gracefully handle Mojang's naming changes. * Improved cross-version handling of legacy Bukkit APIs while preserving backwards compatibility. * Better support for Paper and compatible server software with fewer version-specific quirks. ### **Under the Hood** * Refactored the villager housing system for greater reliability and easier maintenance. * Improved internal architecture across several core managers. * General code cleanup, structural refinements, and stability improvements throughout the project.
release

Dialogue system redesign

2.3.1
7 июл. 2026 г.48Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# SentientMobs Changelog v2.3.1 ## New Features ### Configurable Villager Dialogue - Villager dialogue is now fully configurable. - Added a new `villager.dialogue` configuration section. - Dialogue and greeting phrases can now be customized. - Supports configurable: - Dialogue and greeting lists - Chat chance - Greeting chance - Maximum phrases per conversation - Pair cooldown - Greeting cooldown - Automatically falls back to the language file if no custom phrases are provided. ### Standalone Villager Dialogue AI - Refactored the villager dialogue system into its own independent AI module. - Added `VillagerDialogueAI` to handle: - Dialogue loading - Greeting loading - Phrase randomization without immediate repetition - Anti-spam cooldowns - Built-in fallback phrases ### Speech Bubble System - Added floating speech bubbles above villagers. - Speech bubbles follow moving entities. - One active bubble per entity. - Nearby bubbles automatically stack to prevent overlapping. - Bubble duration is configurable. ### Two-Way Conversations - Added `/talk <message>` command. - Villagers can now respond to players using simple keyword-based AI (English & Indonesian). - While talking, villagers: - Stop walking. - Look at the player. - Ignore ambient conversations and greetings. - Added configurable: - Talk range - Conversation timeout ## 🐞 Bug Fixes ### Fixed Village Leaders Being Re-Elected Repeatedly - Fixed council data not being shared correctly between double chests. - Council data is now synchronized across both sides of Community Chest double chests. - Initial council creation and leadership transfers now work correctly with double chests.
release

Because broken behaviour simply won't do.

2.3.0
7 июл. 2026 г.8Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# SentientMobs Changelog v2.3.0 ## 🐞 Bug Fixes * Fixed an operator precedence issue affecting AI update throttling, ensuring entities are updated more evenly and consistently. * Fixed villages being unable to spawn additional Iron Golems after the first one, allowing them to reach the configured maximum. * Fixed Illagers occasionally pausing or appearing stuck between path recalculations when custom pathfinding is enabled. * Fixed Community Chest deposits incorrectly reporting success when attempting to deposit invalid or empty items. * Fixed loaded entity registration statistics occasionally counting ignored or unsupported entities. * Fixed version comparison incorrectly handling non-standard version formats (e.g. `v2.3.0`). * Fixed Village Politics takeover notifications persisting after a plugin reload. ## Performance Improvements * Significantly optimised Villager memory searches, reducing CPU usage on larger servers with many active entities. * Reduced the overhead of Village Politics leadership visual updates. * Improved squad management to prevent constant member reassignment and unstable leadership changes. * Reduced unnecessary AI behaviour evaluations, lowering the performance impact of complex entity logic. * Improved pathfinding responsiveness when following moving targets. ## Improvements * Improved Villager type detection for better compatibility and maintainability. * Improved compatibility with non-Paper servers by refining fallback behaviour. * Updated scoreboard colour handling to support newer Minecraft API versions. * Improved Iron Golem behaviour selection, ensuring deterministic behaviour priorities. * Removed several unused internal configuration options that had no functional effect. * Performed general code clean-up, internal refactoring, and stability improvements throughout the plugin.
release

SentientMobs 2.2.6

2.2.6
2 июл. 2026 г.24Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# SentientMobs v2.2.6 > **Teaching AI a Bit of Common Sense.** Before we begin, do consider joining our Discord server. It's where bug reports, feature suggestions, development updates, and the occasional sensible conversation tend to occur. Considerably more productive than arguing with the AI, as it happens. This release is all about stability, reliability, and resilience. No flashy new features, just a rather large number of improvements designed to make the AI considerably less likely to trip over itself. ## Improvements ### Core AI * Improved overall null safety across multiple AI systems. * Added additional validation to prevent edge-case failures during behaviour updates. * Improved behaviour context validation and lifecycle management. * Enhanced herd behaviour updates after animals are attacked. ### Herd AI * Improved leader detection reliability. * Added validation for predicted target locations. * Improved safety checks for personalities, behaviour contexts, and attack cooldowns. * Integrated the required `SquadManager` dependency. * Minor code clean-up for improved code consistency. ### Iron Golem AI * Improved defend and punish behaviour validation. * Added additional target safety checks. * Fixed potential crashes related to strike tracking. * Added proper cleanup for temporary punish memories after behaviours finish. ### Village AI * Improved null safety within Villager Panic Behaviour. * Cached Iron Golem locations to prevent issues if the entity is removed during execution. * Reduced redundant location lookups. * Fixed an edge case affecting village escort behaviour around community chests. ## 🐞 Bug Fixes * Fixed a cross-dimension AI issue where entities attempted to calculate distances between different worlds (e.g. Overworld <-> Nether), which could generate repeated `IllegalArgumentException`s and, under certain circumstances, affect server stability. * `BaseBehavior.distanceTo()` now validates world equality before performing distance calculations. * Cross-dimension distance checks now safely return `Double.MAX_VALUE`. * `SmartSkeletonBehavior.findNearestTarget()` now ignores entities located in different dimensions. * AI will now gracefully abandon targets that wander into another dimension instead of attempting the computational equivalent of measuring the distance to yesterday. ## My Note No shiny new features this time, just a great many AI behaviours learning not to panic, not to trip over `null`, and, perhaps most importantly, not to measure the distance between entirely different dimensions. Servers should now enjoy cleaner logs, fewer exceptions, and AI with considerably better judgement than before. *Special thanks to **Schasch** for reporting the cross-dimension issue.*
release

Native Shopkeepers Support & Smarter AI Behaviors

2.2.5
29 июн. 2026 г.22Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2bukkit, paper, purpur, spigot
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# SentientMobs 2.2.5 **Native Shopkeepers Support, Smarter AI Behaviors & Improved Stability** --- ## AI Behavior Improvements * StateMachine now supports multiple behaviors within a single AIState, preventing behaviors from silently overwriting one another. * Fixed behavior coordination for combinations such as Golem Escort, Defend, Patrol, and other movement-related behaviors. * Villager stamina is now calculated from actual movement instead of behavior name detection. * Movement behaviors now update AI context only when pathfinding is actually executed. ## Reload Reliability * Reworked the plugin reload sequence. * Support systems are refreshed before loaded entities are re-registered. * Fixed an issue where AI could remain inactive after `/reload` until entities respawned or chunks were reloaded. ## Native Shopkeepers Support * Added native compatibility with the Shopkeepers plugin. * Shopkeepers NPCs are automatically ignored by SentientMobs AI. * Vanilla villagers continue to function normally. * Shopkeepers NPCs are also excluded from: * Labor Trades * Automatic Naming * Item Pickup Routing * Merchant Click Handling * Community Chest Proximity Logic * Added `softdepend: Shopkeepers` to plugin.yml. * New configuration option: ```yaml compatibility: shopkeepers: ignore-shopkeepers: true ``` ## Localization * Improved LangManager error handling by using the plugin logger instead of `printStackTrace()`. --- **Thank you for using SentientMobs!**
release

Every Mob Has a Mind. Every Group Has a Strategy.

2.2.0
20 июн. 2026 г.36Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2bukkit, paper, purpur, spigot
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# SentientMobs 2.2.0 ### Every Mob Has a Mind. Every Group Has a Strategy. The biggest AI update in SentientMobs history is here. SentientMobs 2.2.0 introduces three major AI pillars that fundamentally change how mobs behave: 🧠 Personality 🤝 Squads 📖 Memory Mobs are no longer predictable machines that blindly follow scripted behavior. They now develop unique personalities, coordinate with allies, remember previous encounters, track danger, and react differently based on their experiences. The result is a world that feels more alive, dynamic, and dangerous than ever before. --- ## ✨ Added ### 🧠 Personality System - Added a full Personality System for enhanced mob AI. - Added persistent personality profiles assigned when supported mobs spawn. - Added personality archetypes: - Aggressive - Cautious - Hunter - Ambusher - Coward - Social - Bruiser - Balanced - Added personality traits: - Aggression - Bravery - Cooperation - Intelligence - Patience - Curiosity - Self-Preservation - Added mob-specific personality defaults. - Added configurable personality randomness for unique individuals. - Added persistent personality data storage. ### 🤝 Squad AI - Added a complete Squad AI layer for coordinated group behavior. - Added squad formation logic for nearby compatible mobs. - Added squad roles: - Leader - Flanker - Bruiser - Ranged - Reserve - Support - Added squad target sharing. - Added squad threat tracking. - Added squad coordination for: - Zombies - Skeletons - Illagers - Spiders - Creepers - Endermen - Villagers - Herd Animals - Iron Golems ### 📖 Memory System - Added short-term memory for: - Recent sightings - Targets - Threats - Tactics - Added long-term memory for: - Danger zones - Escape routes - Hostile players - Repeated player interactions - Added player reputation tracking. - Added memory-based danger avoidance. - Added memory recording when mobs: - Observe entities - Target entities - Deal damage - Receive damage - Added danger-zone memory creation when players die nearby. ### ⚙️ Configuration - Added new configuration options for Personality, Squad, and Memory systems. - Added detailed configuration comments for server administrators. --- ## 🔄 Changed ### Core AI - Upgraded the AI core to initialize Personality, Squad, and Memory systems for every enhanced entity. - Improved decision-making so behavior is no longer purely deterministic. - Updated configuration versioning. ### Zombie AI - Personality now affects: - Retreat timing - Encirclement behavior - Pursuit speed - Group coordination ### Skeleton AI - Personality now affects: - Retreat sensitivity - Repositioning distance - Strafing frequency - Hunter-style tactics ### Villager AI - Personality now affects: - Panic duration - Flee speed ### Illager AI - Personality now affects: - Formation willingness - Formation speed - Group coordination ### Raid AI - Personality now affects: - Target scoring - Blitz movement speed ### Memory Integration - Mobs now remember attackers and threats. - Entity targeting now feeds directly into the Memory System. - Pathfinding now avoids remembered dangerous locations. ### Maintenance - Improved reload handling for all AI systems. - Improved plugin shutdown cleanup. --- ## 🚀 Improved SentientMobs now creates far more dynamic encounters. Two mobs of the same type can react completely differently to the same situation. ### Zombies can now: - Rush aggressively. - Retreat early. - Wait for reinforcements. - Coordinate encirclements. ### Skeletons can now: - Reposition cautiously. - Apply aggressive pressure. - Hunt patiently from range. - Use evasive strafing tactics. ### Villagers can now: - Show varying levels of panic. - Display caution or bravery. - React differently based on personality. ### Herd Animals can now: - Defend groups more naturally. - Use bravery and cooperation traits during defense. ### Illagers can now: - Behave like tactical combat units. - Coordinate pressure and formations more effectively. ### General Improvements - Mobs remember recent combat encounters. - Players can develop reputations through repeated actions. - AI squads share awareness and targets. - Combat feels more tactical and coordinated. - Squad behavior scales with nearby allies. - Pathfinding considers remembered danger zones. --- ## ⚙️ Technical - Added modular managers for Personality, Squad, and Memory systems. - Integrated all new systems into the existing AI framework. - Maintained compatibility with the current behavior tree architecture. - Maintained compatibility with the current state machine architecture. - Added memory cleanup safeguards. - Added squad cleanup for dead and unloaded members. - Added persistent personality loading and saving. - Added configuration-backed tuning for all systems. - Maintained compatibility with config reload workflows. - Maintained compatibility with existing mob behavior classes. - Successfully built and packaged the plugin. --- ## 🐛 Fixed - Fixed squad coordination compilation issues involving unsupported entity target access. - Fixed missing default configuration entries for new AI systems. - Fixed missing runtime initialization of Personality, Squad, and Memory managers. - Fixed memory persistence issues during entity state resets. - Fixed squad cleanup when members die or unload. - Fixed potential unbounded memory growth using memory limits and expiration cleanup. --- ## 🎯 Closing Words This is not just another feature update. SentientMobs 2.2.0 lays the foundation for a new generation of Minecraft mob AI. Creatures no longer simply react. They think. They remember. They coordinate. They survive.