2.4.5latestSmarter AI, Better Behaviour2 weeks ago SentientMobs 2.4.5 - Smarter AI, Better Behaviour
Includes SentientP&FAI v1Mobs 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. * Addedforage-delay-msandforage-regensettings. * 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 clearto permanently remove names generated by SentientMobs. * A server restart is recommended after updating to 2.4.5.2.4.1SentientMobs 2.4.1Sep 5, 2026 SentientMobs 2.4.1
I have no ideas for a slogan.
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 preventBug Fixed
firstNamefrom ever becomingnullor the literal string"null". Automatic Identity Self-Healing* Villagers already affected by thenull Villager #2issue 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.2.4.0SentientMobs 2.4.0Sep 3, 2026
A YUGE update bringing smarter AI, living villages, leadership, diplomacy, performance improvements, and 20+ fixes. ---SENTIENTMOBS v2.4.0 | THE WORLD THINKS NOW
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.Improved AI & Pathfinding
Persistent Village IDs, names, biomes, centres, Community Chests and Signs*. * Automatic biome-aware Village Name generation with collision protection. Added Village-to-Village Diplomacy*:Villages Come Alive
NEUTRAL•ALLIED•AT_WAR* Added experimental village warfare. * Improved village persistence and loading safety.
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:Village Leadership
NORMAL•ALERT•DEFENDING•HOSTILE_RESPONSE•DIPLOMATICIntegrated with Defence, Diplomacy, Memory, Personality, Squads and Iron Golems*. * AddedVillageLeaderChangeEvent. * Added/sentientmobs village info.
* Configurable AI tier ranges throughPerformance & Configuration
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.
* Smarter profession-aware villager name generation. * ImprovedVillager Improvements
/talkpermission handling. * Improved villager registration, lifecycle handling and error reporting.
* Added developer AI debugging tools. * Inspect state machines, behaviours, priorities, targets, squads and pathfinding. * Improved diagnostics for AI and village systems.Developer Tools
Fixed 20+ issues across: AI • Pathfinding • Memory • Villages • Leadership • Configuration • Commands • Scheduling • Thread Safety • Entity Lifecycle • Update Checker Including: *Bug Fixes
activeEntitiesmemory 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 prioritiesConfiguration
performance: ai-tiers: tier1-range: tier2-range: tier3-range: pathfinding: async-pathfinding: village: leadership: enabled: true decision-interval: 100
Village identity, leadership, diplomacy, names, signs and locations are persisted safely across restarts, with improved migration and recovery handling. ---Persistence
SENTIENTMOBS 2.4.0
**Smarter mobs. Living villages. Real leadership. Diplomacy. Better performance. Experimental warfare.** The world thinks now.2.3.2.1BUG FIXESJul 10, 2026 BUG FIXES
2.3.2SentientMobs 2.3.2Jul 10, 2026 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.2.3.1Dialogue system redesignJul 7, 2026 SentientMobs Changelog v2.3.1
New Features
Configurable Villager Dialogue
- Villager dialogue is now fully configurable. - Added a newvillager.dialogueconfiguration 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. - AddedVillagerDialogueAIto handle: - Dialogue loading - Greeting loading - Phrase randomization without immediate repetition - Anti-spam cooldowns - Built-in fallback phrasesSpeech 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 timeoutBug 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.2.3.0Because broken behaviour simply won't do.Jul 7, 2026 SentientMobs Changelog v2.3.0
* 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.Bug Fixes
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.2.2.6SentientMobs 2.2.6Jul 2, 2026 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 requiredSquadManagerdependency. * 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.
* Fixed a cross-dimension AI issue where entities attempted to calculate distances between different worlds (e.g. Overworld <-> Nether), which could generate repeatedBug Fixes
IllegalArgumentExceptions and, under certain circumstances, affect server stability. *BaseBehavior.distanceTo()now validates world equality before performing distance calculations. * Cross-dimension distance checks now safely returnDouble.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 overnull, 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.2.2.5Native Shopkeepers Support & Smarter AI BehaviorsJun 29, 2026 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/reloaduntil 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 * Addedsoftdepend: Shopkeepersto plugin.yml. * New configuration option:compatibility: shopkeepers: ignore-shopkeepers: trueLocalization
* Improved LangManager error handling by using the plugin logger instead ofprintStackTrace(). --- Thank you for using SentientMobs!2.2.0Every Mob Has a Mind. Every Group Has a Strategy.Jun 20, 2026 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
- 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.Personality System
- 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 GolemsSquad AI
- 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.Memory System
- Added new configuration options for Personality, Squad, and Memory systems. - Added detailed configuration comments for server administrators. ---Configuration
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 coordinationSkeleton AI
- Personality now affects: - Retreat sensitivity - Repositioning distance - Strafing frequency - Hunter-style tacticsVillager AI
- Personality now affects: - Panic duration - Flee speedIllager AI
- Personality now affects: - Formation willingness - Formation speed - Group coordinationRaid AI
- Personality now affects: - Target scoring - Blitz movement speedMemory 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. ---
SentientMobs now creates far more dynamic encounters. Two mobs of the same type can react completely differently to the same situation.Improved
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. ---
- 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. ---Technical
- 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. ---Fixed
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.Closing Words
2.1.7Language System & Trade ImprovementsJun 14, 2026 SentientMobs 2.1.7
Language System & Trade Improvements
* Added a fully configurable language system * Added support for custom villager names through language files * Language files are now automatically generated inside thelang/folder * Default language file:EN_lang.yml* Added/sm createlang <language>command to quickly generate new language templates * Added/sm setlang <language>command to instantly switch active language and save it to config * Villager names are now fully configurable from language files instead of being hardcoded * Fixed reversed Labor Trade pricing logic * Villagers now correctly trade multiple seeds for 1 Emerald instead of charging dozens of Emeralds for a single seed ---How the Language System Works
The new language system allows server owners to fully customize plugin messages and villager names without editing the plugin itself.Language File Structure
All language files are stored inside:
Each language uses the format:plugins/SentientMobs/lang/
Examples:<LANGUAGE>_lang.yml
The plugin automatically createsEN_lang.yml ID_lang.yml JP_lang.ymlEN_lang.ymlon first startup as the default language template. ---
The active language is controlled fromActive Language
config.yml. Example:
Changing the language instantly changes: * Plugin messages * Villager names * AI-related text outputs * Future localized content ---language: ENVillager Names
Villager names are now fully configurable directly from the language file. Example:
New villagers will automatically use names from the currently active language file. ---villager: names: male: - Eldrick - Yusuf female: - Minerva - Fatimah neutral: - AlexCommands
Create a new language template:
This automatically generates:/sm createlang ID
Switch active language instantly:ID_lang.yml
The selected language is automatically saved to the configuration. ---/sm setlang IDVillager Stamina Overhaul
* Completely redesigned Villager-exclusive stamina system * Added structured stamina states: *ENERGETIC*NORMAL*TIRED*EXHAUSTEDVillagers now lose stamina while:
* Working * Running from danger * Walking around the villageVillagers recover stamina by:
* Sleeping * Eating * Resting near village bellsAdditional Improvements
* Dynamic movement speed adjustments based on stamina state * Sweat particles when exhausted * Sleep/rest particles while recovering * Villager AI behaviors are now deeply integrated with the new stamina manager * Added extensive stamina configuration options inconfig.yml* More immersive and realistic village simulation ---Technical Changes
* Added dedicatedVillagerStaminaManager* Refactored multiple villager AI behaviors to use the new stamina architecture * Improved internal language management system * Updated plugin version to2.1.7* Updated config version to2.1.7* Successfully compiled and verified with Maven build ---Notes
This update heavily modernizes villager behavior systems and introduces full language customization support, making villages feel significantly more alive, configurable, and immersive.2.1.6Villager Names and Villager OverhaulJun 6, 2026 SentientMobs 2.1.6
A focused AI behavior and villager interaction update packed with smarter housing logic, dynamic social systems, safer trading, and improved zombie survival behavior.Improvements & Fixes
General Fixes
* Fixed listener compilation issues * Fixed Labor Trade GUI problems * Resolved syntax issues causing interaction instabilityLabor Trades
* Players can now manually open Labor Trades by feeding villagersPersistent Gender & Name System
* Villagers now permanently store their gender data * Automatic gender assignment for villagers * Names are now selected using gender-based pools * Improved unique name generation consistencySmarter Housing Logic
* Houses now support: * 1 Male villager * 1 Female villager * Added same-house bed proximity validation * Improved bed assignment and scanning logicDynamic Social Conversations
* Added villager greeting cooldowns * Added localized social dialogue interactions * Villagers now feel significantly more alive during daily activitySupply Villager Improvements
* Supply villagers can now operate without hungry villagers nearby * Idle supply villagers will guard the community chest * Supply trades are now dynamically generated from chest contents * Improved secure trade handling: * Proper item deduction * Safe emerald deposits into the community chestSmarter Zombie Survival
* Sunlight avoidance now activates immediately in daylight * Added helmet protection checks * Added water safety detection * Improved custom pathfinding compatibility2.1.5Village Command UpdateJun 3, 2026 SentientMobs 2.1.5
Config Migration System
Old configs are now handled automatically. * Missing default values will be added automatically * Outdated config versions now auto-update without resetting user settings * Better compatibility with older plugin versions ---Raid Defense Escalation
Villages are now far more reactive during raids.During a raid:
* Villagers will immediately stop working * Villagers will gather near the Supreme Leader * One Iron Golem will protect the Supreme Leader * Another Iron Golem will guard the Community ChestNew Raider Behavior
Raiders such as Pillagers can now steal items from the Community Chest. Protect your village carefully ---Village Improvements
Leadership Visuals
* Supreme Leader now glows red * Council members now glow blueBug Fixes
* Fixed an issue where the Supreme Leader and Council members were not assigned correctly in newly created villages because all villagers started with the same levelLabor Villagers
Unemployed villagers can now trade as Labor villagers. Features: * Cheap trades * Mostly basic/common resources * Example items: seeds and starter materialsLeadership AI Changes
The Supreme Leader and Council members now: * Work less frequently * Spend more time patrolling and walking around the village This makes village leadership feel more alive and dynamic. ---Hostile Mob Fixes
* Fixed Zombies and Skeletons moving in a stuttering/jittery way under sunlight * Hostile mob movement under sunlight should now feel smooth and vanilla-like again --- Thanks for using SentientMobs More village simulation features are coming soon.2.1.0Adaptive Learning, Smart Enderman & Village Politics UpdateMay 31, 2026 SentientMobs 2.1.0
Adaptive Learning, Smart Enderman & Village Politics Update
SentientMobs 2.1.0 massively expands mob intelligence, adaptive combat behavior, and village simulation systems. This update focuses on making the world feel reactive, coordinated, and far less predictable. ---Adaptive Learning AI
Mobs now dynamically respond to player combat styles instead of relying on fixed behavior patterns.Zombies
* Zombies can adapt against shield users by repositioning and attempting side attacks. * Combat pressure now feels more aggressive even without large hordes.Skeletons
* Skeletons react differently depending on player behavior: * Shield users trigger circular strafing patterns. * Charging melee players cause Skeletons to retreat earlier and faster.Creepers
* Creepers now behave more tactically against ranged players. * Players using bows, crossbows, or tridents may notice Creepers preferring hidden or safer approach paths. ---Smart Enderman AI
Endermen have received a full intelligence overhaul.Arrow Dodging
* Endermen may teleport behind players when targeted with ranged weapons.Melee Flanking
* During close combat, Endermen can reposition around players to attack from unexpected angles.Rain & Water Shelter
* Endermen actively search for dry locations during rain or water exposure. * Possible shelter includes caves, rooftops, and tree cover.Improved Teleport Effects
* Teleport visuals and sounds now play naturally at both origin and destination points. ---Village Politics & Governance System
Villages are now structured political communities with leadership, reputation, and coordinated defense systems.Village Council System
* Every village forms a council consisting of 3 high-ranking villagers. * One villager becomes the Supreme Leader. * Leadership data persists across server restarts.Political Takeovers
Attacking village leadership now triggers serious consequences: * Village reputation instantly collapses into hostile status. * Bells ring across the village. * Nearby Iron Golems coordinate against the attacker. * Remaining council members automatically assume leadership. * New council members are selected dynamically.Iron Golem Escort System
* Iron Golems can now escort and protect village leaders. * Escorts actively scan for hostile mobs and dangerous players. * Emergency retaliation is nearly instant after leadership attacks. ---Reputation System
Villages now remember player actions. | Reputation | Status | Effects | | ----------- | ---------- | ------------------------------------------ | | 50 to 100 | Friendly | Normal trading and positive relations | | -20 to 49 | Neutral | Standard village behavior | | -50 to -21 | Suspicious | Villages begin monitoring players | | -100 to -51 | Hostile | Trading blocked and Golems attack on sight |Ways to Increase Reputation
* Defeat monsters near villages. * Donate valuable resources and food supplies through Community Chests.Ways to Lose Reputation
* Attack villagers. * Steal from Community Chests. * Attack council members or village leadership. ---Additional Improvements
* Improved AI coordination across multiple mob types. * Smoother combat behavior transitions. * Expanded configuration support for advanced systems. * General balancing and optimization improvements. --- SentientMobs 2.1.0 transforms survival encounters into adaptive, reactive systems where mobs learn, villages organize, and the world responds to player actions.2.0.5Creeper & Spider AI OverhaulMay 27, 2026 SentientMobs 2.0.5
A sharp little evolution pass for hostile mob intelligence. Creepers now hunt with intent, spiders move like eight-legged parkour gremlins crawling through your geometry engine. ---Creeper AI
- Creepers now use a fully dedicated AI system instead of shared generic pathing - Improved pursuit behavior with: - Target prediction - Smarter approach angles - Better pressure around cover - Stuck recovery handling - Vanilla targeting and fuse behavior are preserved, keeping movement smooth and natural while still feeling unmistakably Minecraft ---Spider AI
- Spiders now use their own dedicated behavior system - Added vertical route planning for faster climbable navigation - Improved strategic wall climbing during pursuit - Added ceiling attacks: - Spiders can now position above targets - Ambush attacks from overhead are possible - Added roof flanking behavior using elevated traversal routes - Movement remains fluid by blending vanilla pathfinding with subtle climbing and ceiling assistance ---Internal Changes
- Reduced reliance on generic movement logic - Cleaner separation between mob behavior systems - Improved navigation consistency in complex terrain2.0.4Quiet Logs, Better ControlMay 24, 2026 SentientMobs v2.0.4
Smarter maintenance for smarter AI.
Changes
- Fixed duplicate startup messages showing as:[SentientMobs] [SentientMobs] (Message)Now correctly displayed as:[SentientMobs] (Message)- Added a configuration option for Village Community Chest features, since not every server wants these mechanics enabled - The new Village Community Chest config is enabled by default - Various maintenance improvements and internal cleanups2.0.3-r1Improve Version CheckerMay 21, 2026 SentientMobs v2.0.3-r1
Smarter maintenance for smarter AI.Changes
* Improved update visibility for server owners * Improved internal networking reliability * Improved update checking system2.0.3Village Overhaul 3May 21, 2026 SentientMobs 2.0.3 Update
Main Changes
* Added productive work behavior for all vanilla villager professions. * Villagers now produce profession-themed supplies during work hours. * Produced items are donated directly to the village community chest. * Villagers now walk to their workstation, work briefly, then walk to the village chest to deposit supplies. * Production is skipped when the village chest does not have enough space. * Improved farmer behavior so harvested crops are donated to the village chest instead of being dropped or kept randomly. * Farmers still harvest mature crops, replant crops, and plant empty farmland using village stock. * Added automatic village Iron Golem recovery. * If a village has no Iron Golem, it can automatically summon one defender. * Auto-summoning is capped by village and will not exceed 2 Iron Golems per village. * Added cooldown and safe spawn checks for automatic Iron Golem spawning. * Updated plugin version to 2.0.3. ---New Configuration
villager: profession-work: enabled: true workstation-range: 24 production-interval: 1200 golem-auto-spawn: enabled: true village-radius: 48 max-golems-per-village: 2 summon-cooldown: 60002.0.2-b1SentientMobs 2.0.2-b1May 19, 2026 SentientMobs v2.0.2-b1
Smarter maintenance for smarter AI.Changes
* Added a fully asynchronous update checking system * Added console notifications for outdated plugin versions * Added OP/admin update notifications on join * Added version distance detection * Improved update visibility for server owners * Improved internal networking reliabilityNotes
Server owners running outdated versions will now receive automatic notifications in both console and admin sessions, helping ensure important AI improvements and fixes are not missed.2.0.2Village Overhaul 2 (2.0.2 update)May 18, 2026 Villagers now behave smarter, safer, and far more naturally.Changes Included in This Update
Smarter Housing & Bed Navigation
* Villagers now target safe standing positions beside their assigned beds instead of pathing directly into the bed block * Fixed villagers circling around doors or staying outside houses when trying to go home * Improved indoor shelter detection so villagers prefer realistic indoor positions instead of random outdoor spots near beds * Fixed villagers sleeping outside by making them properly use their assigned bed at nightImproved Social Behavior
* Villagers can now share hunger and shelter information more naturally * Removed fake food item drops from social behavior * Food now comes directly from the village supply system insteadNew Custom Villager Role: Supply Manager
Added a brand-new custom villager role: Supply Manager* * Supply Managers work near village community chests, not player chests * Supply Managers check for available food first, then check wheat if food is missing If wheat is available, Supply Managers craft bread by consuming exactly 3 wheat* from the village chest * Supply Managers deliver food directly to hungry villagers instead of allowing villagers to magically eat from storageFarmer AI Improvements
Farmers are now significantly more capable: * Harvest mature crops * Replant harvested crops * Plant empty farmland using village stock * Store surplus harvests inside the community chestConfiguration Improvements
Added new configuration options for: * Supply systems * Farmer work systems * Village resource management ---Technical Notes
* Added safer bed-side standing position logic for housing * Added indoor-location scoring for more vanilla-like movement * Added cached community chest tracking for improved supply behavior performance * Added new AI states for supply and work behaviors * Verified successful builds for both default and Spigot profiles --- A major step toward truly living villages.2.0.1Fluidity & Coordination UpdateMay 16, 2026 AI Movement Overhaul
- Vanilla-Like Fluidity: Eliminated "stiff" and "jittery" movement by removing manual velocity overrides. Mobs now move with natural Minecraft physics and smooth animations. - Natural Gravity: Fixed falling and jumping behavior. Mobs now fall at realistic speeds and jump over 1-block obstacles naturally during pursuit. - Smooth Rotation: Replaced teleport-based looking with reflection-based setRotation and native Paper lookAt. This prevents visual stuttering during combat maneuvers. - Pathfinder Integration: Pursuit logic now utilizes the server's native pathfinding (via setTarget), ensuring perfect obstacle avoidance and fluid navigation.Tactical Coordination & Herd Defense
- Enhanced Herd Intelligence: Overhauled the Herd Defense system. When a mob is attacked, all same-type allies within a 20-block radius now join the defense simultaneously and reliably. - Illager Social Awareness: Illagers now share targets automatically. If one Illager engages a player, nearby allies will instantly coordinate a formation-based assault. - Optimized Performance: Replaced world-wide entity scanning with high-performance nearby entity checks, significantly reducing CPU usage during group coordination.Cross-Platform Optimization (Spigot/Paper/Purpur)
- Platform-Aware Performance Tiers: Introduced dynamic AI update intervals. The plugin automatically tunes AI frequency based on the server platform to ensure maximum stability. - Dynamic Throttling: Added a safety system for Spigot/CraftBukkit that automatically throttles AI logic if server update times exceed 10ms, preventing main-thread lag. - Momentum Smoothing: Implemented momentum-based movement interpolation for non-Paper servers, mimicking Paper’s smooth pathing on Spigot and CraftBukkit. - Reflection Cache: Optimized all cross-platform API calls with a static reflection cache, eliminating the performance overhead of searching for server-specific methods.Balancing & Refinement
- Villager Panic Tuning: Refined Villager panic speed and zig-zag maneuvers to feel more realistic and less erratic. Reduced panic speed effect to Speed I for better visual consistency. - Bug Fixes: Resolved various compilation errors and edge cases related to Location objects and target switching. _hafiydev | 16 May 2026_2.0.0SentientMobs OverhaulMay 15, 2026 SentientMobs Beta 2.0.0 marks the beginning of a new generation of intelligent mob AI, bringing the largest leap forward since 1.2.1. This beta focuses heavily on major AI improvements, including smarter pathfinding, more adaptive combat behavior, improved target prediction, smoother movement logic, and better environmental awareness. Mobs now react faster, behave more naturally, and feel significantly less scripted during gameplay. Large portions of the AI engine were rewritten and optimized to create a more dynamic and immersive survival experience while improving overall server efficiency. This beta update also introduces official support for Spigot, CraftBukkit, and Purpur, expanding compatibility beyond Paper servers for the first time. Cross-platform systems have been redesigned to maintain stable and consistent AI behavior across multiple server implementations. Alongside compatibility improvements, many backend systems were cleaned up, several bugs were fixed, and various AI routines were refined in preparation for the full 2.0 release. As a beta build, some features may still be experimental and subject to further balancing and optimization.1.2.1SentientMobs 1.2.1May 13, 2026 Iron Golem: - Fixed Iron Golem not coming when villager is attacked/chased. - Improved pathfinding. Skeleton: - Fixed Skeletons not changing to melee mode. Zombie: - Fixed and Improved player/iron golem flanking feature for better coordination and communication. Code: - Fixed minor bugs and potential bugs. bStats: - Added statistics graphs from bStats.1.2.0SentientMobs 1.2.0May 11, 2026 Herd (cow, sheep, horse): - Added a group leader system when attacked, making attacking players more realistic. - Added "target prediction" system, now herd can predict where the player will run/attack. - Makes the herd's steps super smooth, not stiff when chasing. Spider: - Makes the spider's steps more efficient when chasing prey. - The spider will find various ways to reach the player and choose the fastest and most appropriate way. Iron Golem: - Fixed aggressive Iron golems (attacking players even though players are not attacking golems/villagers). Villager: - Villager will prioritize roads on dirt paths / grass paths, if not found, will look for the fastest path.1.0.0Better Mobs+ [1.20.1--latest] 1.0.0May 3, 2026 Zombie AI Enhancements
- Flanking System: Zombies coordinate to surround and flank players - Retreat Behavior: Zombies retreat when health is low and may call for help - Group Coordination: Improved group attack patterns with delayed strikesSkeleton AI Enhancements
- Distance Management: Skeletons maintain optimal shooting distance - Strafing: Skeletons strafe while shooting to avoid player attacks - Positioning: Seeks high ground and avoids melee rangeVillager AI Enhancements
- Danger Detection: Villagers detect and react to nearby threats - Panic Mode: Villagers flee from danger with speed boost - Shelter Seeking: Finds and moves to safe locations (beds, indoors, light sources) - Group Alerting: Alerts nearby villagers when danger is detected
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