
Realistic Player Plugin (RPP)
A Realistic Bot/Player Plugin For Minecraft Servers
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Список изменений
Changelog
v1.3.0 — /rpp formation (beta)
Added
/rpp formation <follow|stop> [<BotName>]— bots arrange into a square grid that trails behind you instead of piling onto the same spot.- Grid side length is
ceil(sqrt(squad size)), so it self-sizes: ~8x8 for 50 bots, ~32x32 for 1,000, with no per-size special-casing. It also re-packs automatically if the squad grows or shrinks (e.g. a bot dies while in formation). - The grid is measured relative to the direction you're currently facing, so it wheels around behind you as you turn, and a settled bot faces the same way you're facing.
- Uses the same A* pathfinder and speed system as regular
/rpp follow— only the destination each bot walks toward is different. - Formation state persists across a restart, same as follow/roam/patrol.
- Grid side length is
- Marked beta: untested against a live server. Watch for extra A* load on very large squads, and note a bot whose grid slot has no walkable ground under it (cliff edge, over water) just holds position until one opens up.
v1.2.1 — performance fixes
Four changes aimed at "server lags sometimes" reports, none of which change player-visible behavior:
Changed
- Autosave (
saveAllAsync()) no longer blocks the main thread on disk I/O — the write half now runs on Paper's async scheduler instead of synchronously everyAUTOSAVE_INTERVAL_TICKS. - Look-at/gaze tracking (
findWatchingPlayer) now usesgetNearbyEntitiesinstead of scanning every player in the world, ray-traces in ascending-angle order (stops at first clear line of sight), and only re-scans everyLOOK_AT_SCAN_INTERVAL_TICKS, staggered per bot. - A* path recompute now has a per-bot stagger (
entity id mod PATH_RECOMPUTE_STAGGER_TICKS), so a squad told to chase at once (/rpp attack @a) doesn't lock into recom✨g paths on the same tick forever. - Bot-to-bot separation (
applyBotSeparation, an O(n²) pass) now runs every other tick instead of every tick.
v1.2.0
Added
- Squad presets:
/rpp save <name>and/rpp load <name>— save the current squad's size, per-bot equipment, and storage toplugins/RppBot/presets/<name>.yml; load spawns a fresh squad with that loadout re-applied. Tab-completed for/rpp load. /rpp attack @a— free-for-all mode. Every commanded bot is pointed at a different member of the pool (spawned mannequins + online players), rotated so nobody targets itself. Bot-vs-bot kills are now credited by name in death broadcasts.- Combat AI: bots below 25% health retreat (with sideways wobble) instead of trading hits; attacking while airborne and falling now lands a critical hit (1.5x damage); a bot holding a shield can block an incoming hit for reduced damage.
Changed
- Follow/attack/knockback/retaliation code paths generalized from "target is always a
Player" to "target is anyLivingEntity," to support bot-vs-bot targeting under/rpp attack @a.
Файлы
rpp-plugin-1.3.0.jar(85.33 KiB)
ОсновнойМетаданные
Канал релиза
Beta
Номер версии
1.2.0-1.3.0
Загрузчики
FoliaPaperPurpur
Версии игры
26.2
Загрузок
25
Дата публикации
19.07.2026
