
SentientMobs
Mobs Aren't Dumb Anymore. Every Mob Thinks Smarter.
Every Mob Has a Mind. Every Group Has a Strategy.
Список изменений
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.
