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0.28.1-beta - October 31, 2026

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@Pepe-tf Pepe-tf released this 31 Oct 12:44

Added

  • Works with Scripted SMP Core 1.5.0 on Folia: bot teams, freeze and nicknames keep working when the bots tick on different region threads.

Fixed

  • Resetting a nickname, nick skin or team skin in Scripted SMP Core no longer turns bots into the default skin: bots now tell it which skin they wear, so a reset puts that one back.

Changed

  • Scripted SMP Core link on Folia: freeze checks skip the per-bot lookup while nothing is frozen, so hundreds of bots cost nothing extra, and the nickname/tag refresh after a bot spawns runs on the bot's own region thread.
  • Bots still never pick a teammate or ally as a fight target (pvp.respect-ssmp-teams), even though Scripted SMP Core now lets players attack allies by default.

0.28.0-beta - October 31, 2026

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@Pepe-tf Pepe-tf released this 30 Oct 23:12

Added - Folia

  • Runs on Folia and ShreddedPaper: each bot ticks on the region thread that owns it, so bots in different areas use different cores. Paper and single-thread servers work as before.
  • /fpp perf cores shows load per region thread.
  • Folia's default can leave all regions on one core, so the plugin writes a fitting threaded-regions.threads into config/paper-global.yml (backup kept); restart once. Your own value is never changed; performance.folia-region-threads sets a number or off.
  • performance.bot-view-distance cuts chunk work with many bots.
  • 1,000 bots fighting in 200 regions: about 13 TPS before, 19.4 after.

Added - PvP and commands

  • Stronger mace defence: bots predict where a diving mace (jump, wind charge, elytra) lands and react early with shield, running or a pearl, and stay guarded after a hit.
  • /fpp roam on a group starts bots in batches (pathfinding.roam-start-batch-size, roam-start-batch-ticks), not all at once.

Changed

  • Crowded areas stay at 20 TPS longer: bots think less often, crowd pushing checks nearby players only, pathfinding eases off when a region lags, elytra bots share flight plans.
  • Elytra route planning no longer slows down over time; per-bot leftovers are freed on despawn.
  • The update check compares build IDs: a test build with a released version number is flagged OUTDATED BUILD and the official jar is staged.
  • Bots moving over 6 blocks per tick are reset; the warning is one line per 5 seconds.
  • The performance report shows real CPU use.

Removed

  • PlaceholderAPI and every %fpp_...% placeholder.
  • Proxy support: the Velocity and BungeeCord bridge plugins (delete them from your proxy), the proxy bot count and /fpp perf network.

Security

  • Updated SQLite and the build plugin; ban and tamper checks run at every spawn point; settings buttons use fpp.inventory, fpp.rank, fpp.despawn.

0.27.3-beta - October 21, 2026

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@Pepe-tf Pepe-tf released this 21 Oct 15:55

Added - for Scripted SMP Core 1.4.0

  • Mocap bots: the replay bots of Scripted SMP Core's mocap system. This is for Scripted SMP Core only: its replay spawns them with a hidden --mocap switch on /fpp spawn that is not listed in /fpp help or tab completion, and players cannot use it. Without Scripted SMP Core you will never see one. A mocap bot runs none of the usual bot AI (no chat, fighting or wandering), does not count toward the bot limit and is never saved across restarts.
  • Mocap bots are semi-interactive: while one stands still it turns to look back at a player who looks at it, and eases back to the way the recording faces once nobody does. While it moves, it just follows the recording.
  • Mocap bots ignore attacks from players, mobs and the environment (no damage, no knockback, no hurt animation); the replay keeps going and puts the bot back on its recorded spot. Mocap bots do really hit each other, so a recorded fight plays out with real damage, sounds and particles.
  • Mocap bots get the normal vanilla tick, so Scripted SMP Core's replay can make them really attack (mace smashes included), eat and break blocks.

0.27.2-beta - October 20, 2026

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@Pepe-tf Pepe-tf released this 20 Oct 19:30

Added

  • Bots can run in a direction they aren't looking, like a player on W/A/S/D. While a /fpp look target, combat target or formation facing holds their gaze, they side-step, back up or run diagonally instead of turning to face their route. Turn it off with pathfinding.omnidirectional-movement.
  • /fpp look now works together with move, follow, roam, patrol and formations: the bot turns its head while it keeps walking.

Changed

  • All bot walking (paths, formations, tower spots, mid-air steering) uses the same W/A/S/D movement, and bots no longer stop to pivot at sharp corners.
  • Formation bots use the pathfinder unless their slot is a short, clear walk away, so they stop pushing into walls.
  • Move, roam, patrol and fly orders now end a bot's current fight, like follow did.
  • Much less lag when many bots fight near dropped items: the plugin keeps one live list of the drops bots want instead of every bot searching a huge area each second (about 1 ms down to under 0.1 ms per bot in a 2,000-drop test).
  • Combat inventory checks run twice a second instead of every tick, target picking ray-traces far fewer players, and the pathfinder and profiler do less work per step.
  • Bots join and leave faster.

Fixed

  • The server no longer freezes when bots die or despawn. Minecraft wrote each bot's player, stats and advancement files to disk on the main thread (about 30 ms each, far more on a busy disk), also on every autosave. Bots are no longer saved that way, and bots that die together are removed a few per tick.
  • Bots sent into a formation (for example after /fpp look) no longer glide slowly with sprint particles instead of running.
  • A bot's head turn no longer drags its walking direction off course.

0.27.1 - October 19, 2026

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@Pepe-tf Pepe-tf released this 19 Oct 20:41

Added

  • The PVP settings page now has a switch or number for every PVP option, including fighting styles (turn off cart, archer or all styles), explosion shielding, spear use, elytra mace, and all cart and mace timings and chances.
  • The per-bot settings page has a new "features" tab. Any bot can opt out of shields, totems, pearls, healing retreat, breaking minecarts, the cart and archer styles, mace reactions, elytra mace, spear flight, lava bucket, auto elytra and tower up. A bot can only switch a feature off; the global switch must still be on.

Changed

  • Hacker difficulty is a true terminator: instant aim, never swings at air, swings on the exact full-charge tick, holds a tight distance, no juking. Vanilla reach still applies.
  • Bots keep their shield up almost the whole fight, dropping it only for a swing or a short attack window, and stay guarded below 85% health.
  • Against a diving mace bots always shield, dodge or pearl more often, and no longer brace a spear (pvp.mace-counter-spear-enabled).
  • A mace dive now always breaks a raised shield with an axe first.
  • Auto-update only installs verified releases.

Fixed

  • Bots never raised their shield in a fight.
  • Large servers with many bots now run much smoother, including bots that fly on elytra.

0.27.0-beta - October 15, 2026

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@Pepe-tf Pepe-tf released this 15 Oct 21:26

Added

  • Cart PVP is its own fighting style, chosen from the gear a bot carries. It opens by webbing the target so it can't walk off the cart.
  • Bots with no empty bucket drain leftover water by plugging the source with a block or cobweb.
  • A bot holding an empty bucket picks up lava first, then water, and keeps just one of each.
  • /fpp spawn --name <n> --exact for scripted bots.

Changed

  • Picking placed water back up comes before the fight, finds sources a few blocks off or high up, and walks back for them.
  • Crossbows are a coming-soon feature; bots use bows only.
  • Bots fight in melee first, use the bow as a long-range opener and shield far more. Hacker difficulty is perfect.
  • Pathfinding, movement and swimming were reworked; buckets and water clutches are purely vanilla.
  • Release jars detect tampering more strictly, carry a licence notice and encrypt part of the plugin (-PnoSplit skips that).

Fixed

  • Target prediction no longer makes bots miss, and cart play no longer stalls.
  • Server freezes with many bots and full PVP debug.
  • Buckets and eating fighting over the hand; potions and bow draws corrupting each other.
  • The bot no longer kills itself with its own cart.
  • Auto-update now sees beta releases (it only looked at stable ones), re-checks every 6 hours, and tells admins once the verified update is staged.

0.26.25.3-beta - October 6, 2026

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@Pepe-tf Pepe-tf released this 06 Oct 15:08

Fixed

  • Scripted SMP Core teams: bots now truly respect teams. A bot never damages a teammate or an allied team's member - even from an explicit /fpp attack, a fight it started before the team formed, or arrows, potions and other ranged hits. If a bot's target becomes a teammate or ally, it drops that target.

0.26.25.2-beta - October 4, 2026

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@Pepe-tf Pepe-tf released this 04 Oct 14:33

Changed

  • The plugin now runs on Java 21, the version Minecraft 1.21.x servers normally use. Before, it only loaded on Java 25 and newer. Minecraft 26.x servers still need Java 25, as before.
  • Tested on Paper 1.21, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.11, 26.1.2 and 26.2.

Fixed

  • PvP and movement on 1.21.x: servers no longer get a flood of "Bot tick failed" errors, or a crash on /fpp attack. Bots swapping weapons, armor, shields and items work again, which restores combat and movement.
  • Minecraft 1.21 to 1.21.5: /fpp no longer fails to start on servers older than 1.21.6, which don't have dialog windows. On those versions /fpp activate tells you to put the key in config.yml and run /fpp reload, and saving a waypoint network works without the name window.
  • Minecraft 1.21 to 1.21.4: bots no longer freeze with "physics frozen" errors, and bot speed and health settings work on 1.21 and 1.21.1.
  • If a bot's item swap ever fails on an unusual server, the plugin now falls back to a simple swap instead of breaking the bot's whole tick.

0.26.25.1-beta - October 4, 2026

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@Pepe-tf Pepe-tf released this 04 Oct 01:53

Added

  • /fpp perf report shows a progress bar that fills from 0 to 100% as the benchmark runs, with a live countdown.

Changed

  • Elytra flight is lighter on the server - bots flying with an elytra now do noticeably less repeat work each tick, which helps most on busy servers running a lot of bots at once.
  • Combat-threat checks (arrows, maces) do less repeat work each tick.
  • Performance benchmark reports use much less memory, so long benchmark runs no longer slow the server down by filling its memory.
  • Bots no longer leave behind old name and skin cooldown records or abandoned loot claims, so memory stays steady over long sessions with many bot spawns and despawns.

Fixed

  • A benchmark report that failed to export now tells you why in chat and in the console, instead of silently producing no file.
  • Benchmarks now finish after their full 10 minutes even when the server is running slowly.

0.26.25-beta - September 30, 2026

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@Pepe-tf Pepe-tf released this 04 Oct 00:11

Added

  • Bots can now fly with an elytra to chase a far, flying or fleeing target, with a real 3D flight path around obstacles. New elytra PvP too - bots dive with a Mace or spear, switching between them mid-air as the fight calls for it, and a spear can now brace against an incoming Mace dive.
  • New global ban system: ban an account or IP from the dashboard - a server with that player online locks itself until they leave, with an in-game warning.
  • Licence checks react in about a minute instead of up to 30 once revoked.
  • Trial mode is more limited: 2 bots, basic movement, plain sword and shield combat only.
  • Strengthened the plugin's internal data and dashboard-connection protection.
  • Spears now work the real vanilla way - held out as a charge, not just swung.
  • Every build has its own ID (/fpp, startup banner) to tell jars of the same version apart.

Changed

  • PvP actions (potions, pearls, wind charges, bows, buckets, block placing/breaking), fall damage, knockback and movement now go through real vanilla behaviour instead of custom code.
  • Block-navigation building (bridging, towers, pillaring) is back to "coming soon" - only mining through obstacles is live.
  • Mace and bow/crossbow combat are closer to vanilla; a bot with only a bow now actually uses it instead of fighting bare-handed.
  • Elytra bots vary their flight path, give up on a stubborn target instead of looping forever, and ignore potions while flying (golden apple still a last resort).

Fixed

  • A large number of building, pathfinding, swimming, climbing and combat-aim bugs from testing with up to 100 bots at once.
  • Bots now reliably get their water bucket back after a fall or fire rescue.
  • An elytra bot with nowhere left to fly lands instead of circling forever.
  • Bots no longer get stuck fighting with a spear instead of their sword afterward.
  • Fixed a rare crash when a bot took damage.