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AzureDoom edited this page Aug 29, 2026 · 3 revisions

AzureCortex Wiki

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.

Supported versions & loaders

Minecraft version Forge Fabric NeoForge
1.18.2 🔜 planned 🔜 planned ❌No NeoForge version
1.20.1 ✅ available ✅ available ❌No NeoForge version
1.21.1 ❌ no support ✅ available ✅ available
26.2 ❌ no support 🔜 planned 🔜 planned

Where to start

  1. Installation — add the Maven and the right dependency lines for your loader.
  2. Core Concepts — the mental model: CortexRuntime, Blackboard, Action, and how a tick flows.
  3. Full Example Walkthrough — build a working AI from scratch by walking through the bundled example zombie, end to end.
  4. Ranged Example Walkthrough (Skeleton) — the bundled skeleton example: the same shape applied to a ranged attacker, and the bow/melee split inside HUNT_TARGET.
  5. Wall-Climbing Example (Spider) — the bundled spider example: the same shape again, combined with the wall/ceiling-crawling movement model, plus the new CrawlToDestinationAction.

Reference pages

Worked examples

Design philosophy in one paragraph

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.

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