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AzureCortex is a modular Minecraft entity AI framework combining behavior trees, GOAP (Goal-Oriented Action Planning), blackboards, interruptible actions, and custom navigation (including wall-crawling).
AzureCortex is a framework, not an end-user mod, it registers no blocks or items, and (aside from three example entities used to demonstrate the framework) adds nothing to your game on its own. You depend on it from your own mod and build your creatures' brains on top of it.
- Source: https://github.com/AzureDoom/AzureCortex
- CurseForge: https://www.curseforge.com/minecraft/mc-mods/azurecortex
- Modrinth: https://modrinth.com/project/azurecortex
- Maven: https://maven.azuredoom.com/#/mods/com/azure/azurecortex
- License: MIT
| Minecraft version | Forge | Fabric | NeoForge |
|---|---|---|---|
| 1.18.2 | ✅ available | ✅ available | ❌No NeoForge version |
| 1.20.1 | ✅ available | ✅ available | ❌No NeoForge version |
| 1.21.1 | ❌ no support | ✅ available | ✅ available |
| 26.2 | ❌ no support | ✅ available | ✅ available |
- Installation — add the Maven and the right dependency lines for your loader.
-
Core Concepts — the mental model:
CortexRuntime,Blackboard,Action, and how a tick flows. - Full Example Walkthrough — build a working AI from scratch by walking through the bundled example zombie, end to end.
-
Ranged Example Walkthrough (Skeleton) — the bundled skeleton example:
the same shape applied to a ranged attacker, and the bow/melee split inside
HUNT_TARGET. -
Wall-Climbing Example (Spider) — the bundled spider example: the same
shape again, combined with the wall/ceiling-crawling movement model, plus the new
CrawlToDestinationAction.
-
Behavior Trees — composing
PrioritySelector,Sequence,Condition,CooldownGate,ActionNode. -
GOAP Planning —
GoalPlanner,PlannedGoal, replanning rules, failure feedback, emergencies. -
Sensing —
TargetSensor, last-seen/prediction, environment and hazard sensors. - Navigation and Pathfinding — the A* pathfinder, incremental/phased search, movement steering.
- Wall Crawling — the optional wall/ceiling-crawling movement model.
-
Built-in Actions — the ready-made
Actionimplementations shipped with the framework. -
Memory and Roles —
AgentMemoryand soft group-role assignment. -
Configuration — the
azurecortex.jsonconfig file and debug tooling. - Multi-Version Support — what to expect as 1.18.2/1.20.1/26.2 land.
- FAQ and Troubleshooting — common questions and gotchas.
- Full Example Walkthrough — the bundled melee zombie, traced tick by tick.
- Ranged Example Walkthrough (Skeleton) — the bundled ranged skeleton, and the bow/melee attack-selection split.
-
Wall-Climbing Example (Spider) — the bundled wall/ceiling-climbing spider,
and the new
CrawlToDestinationActionit adds to the framework.
AzureCortex ships almost no domain content of its own: no fixed goal-type enum, no fixed role list, no hard-coded
notion of "dangerous block." Every place your mod's creatures need something specific, what a goal is called, which
blocks are hazards, and how goals get scored is expressed as a small interface (Goal, AgentRole, MovementCapability,
GoalPlanner, etc) that your mod implements. The framework only owns the generic machinery: ticking, preemption
rules, replanning gates, pathfinding, and steering. This is why the three bundled example entities (a zombie, a
skeleton, and a spider) look almost identical in structure despite one being melee, one ranged, and one wall-crawling, the framework doesn't care.