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Releases: nekostul/nekostulAICompanion

v2.0

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@nekostul nekostul released this 09 May 11:26

Русский

  • полностью переработано следование за игроком: NPC теперь двигается заметно плавнее, ближе к поведению обычного игрока, аккуратнее тормозит и безопаснее выбирает путь.
  • улучшено поведение в воде: NPC увереннее заходит в воду, корректнее плывёт за игроком и стабильнее выбирается обратно на сушу.
  • добавлена смена скина NPC через папку мода в корне игры и команды /ainpc skin <name> и /ainpc skin reset.
  • добавлена смена ника NPC через команды /ainpc nickname <ник> и /ainpc nickname reset, выбранный ник сохраняется после перезахода.
  • обновлена система помощи: добавлены подсказки для команд скина и ника.
  • чанк с NPC теперь принудительно остаётся загруженным, чтобы NPC не терялся из-за выгрузки мира.
  • если NPC находится дома, на сообщение где ты? он теперь отвечает Я дома вместо координат.

English

  • completely reworked player-following behavior: the NPC now moves much more smoothly, behaves closer to a real player, slows down more naturally, and chooses safer paths.
  • improved water behavior: the NPC enters water more reliably, swims after the player more naturally, and gets back onto land more consistently.
  • added custom NPC skins via the mod folder in the game root, with /ainpc skin <name> and /ainpc skin reset commands.
  • added custom NPC nicknames with /ainpc nickname <name> and /ainpc nickname reset, with nickname persistence after rejoining.
  • updated the help system with new skin and nickname command help entries.
  • the NPC’s chunk is now kept force-loaded to prevent the NPC from getting lost due to chunk unloading.
  • if the NPC is at home, it now replies I’m home instead of sending coordinates when asked where are you?.

v1.4

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@nekostul nekostul released this 06 Mar 01:24
  • bug fixes and improvements

v1.3

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@nekostul nekostul released this 02 Mar 22:06
  • soft player-style movement learning.
  • temporary in-memory route memory for follow movement (time/size limited, not saved).
  • earlier jumps before obstacles with better momentum preservation.
  • ladder climb assist.
  • periodic no-home reminder after death (every 60s) with in-chat disable.
  • one-time-per-death response when commands are blocked by missing home point.
  • more reliable command handling when the companion is far/unloaded.
  • fixed command handling when the npc is far away and previously did not respond.

v1.2

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@nekostul nekostul released this 23 Feb 14:06
  • Updated item icons (axe, pickaxe, shovel, sword)
  • Restricted NPC spawning to one companion per player
  • Added warning message if a companion already exists

v1.1

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@nekostul nekostul released this 21 Feb 07:58

Added

  • Coordinate parsing for gathering/mining commands: mine <resource> x y z and x= y= z= formats.
  • Target-position propagation through request/task layers to the gathering controller.
  • AI-prefix command bypass: ai stop is now treated the same as stop.
  • Double-door synchronization: when NPC opens one door, the adjacent paired door opens too.
  • Explicit "active house placement phase" flag (used to prevent combat distractions during actual building).
  • House-build start anchor: NPC returns to the original build start area if it drifts away.

Changed

  • Follow behavior is now strictly owner-bound (no fallback to nearest player).
  • Teleport/fallback logic prioritizes owner context instead of arbitrary nearby players.
  • Multi-player NPC spawn handling: spawning one player’s NPC no longer removes another player’s NPC.
  • House building pace: placement is 1 block every 4 ticks (0.2s).
  • During active house placement (after resources are ready), NPC does not switch to combat.
  • While waiting for house resources, NPC can still defend itself and protect the owner.
  • Combat threat radius set to 7 blocks.
  • Mob chase behavior made more aggressive for better target catch-up.

Fixed

  • NPC no longer chases/retaliates against players who hit it.
  • HP recovery after eating is reliable (heals like player-style food healing behavior).
  • Feeding is properly blocked at full hunger (no food consumption, no click animation side-effects via HUNGER_FULL sync flag).
  • Critical low-HP warning (<=4) is emitted once per low-health event, then re-armed only after recovery.
  • Passive-mob hunting is restricted to actual hunger + insufficient food reserves.
  • Loot gratitude from mob drops is disabled (thanks only for items given by players).
  • Ambient/random contextual chatter is disabled (tickAmbientChat no-op).

YandexGPT / AI

  • Conversation memory increased to last 15 messages (oldest entries rotate out).
  • AI reply hard limit set to 256 characters.
  • Prompting adjusted so AI helps the player directly and asks

v1.0

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@nekostul nekostul released this 17 Feb 15:15

AI Companion NPC 1.0

Fully functional offline companion NPC for Minecraft.

  • Mines resources, gathers wood and ores
  • Handles inventory and personal chest
  • Follows, fights, eats, and survives
  • Supports home system and house evaluation
  • Optional YandexGPT integration via config (API key required)

Works completely without LLM by default.
LLM integration is optional and disabled unless configured.

v0.7

v0.7 Pre-release
Pre-release

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@nekostul nekostul released this 14 Feb 03:30
  • added task sequence support in NPC state (task type, target, amount) scoped per player
  • added chat parsing for chained tasks (first... then...) and compact mining forms (mine X and Y)
  • enforced strict sequential execution: next task starts only after previous one succeeds
  • added failure handling for sequence tasks with player-facing error notifications and stop-on-fail behavior
  • changed chained mining flow to deliver gathered resources only after the full sequence is completed
  • updated help mining text to include new task-sequence syntax and examples
  • improved non-treechop harvesting of irregular trees by tracking and processing connected logs
  • fixed non-treechop tree-count behavior to cut full trees while returning requested log count
  • constrained scaffold behavior to self-placement only and only with standable blocks (saplings excluded)
  • added obstacle clearing before scaffold placement (e.g., flowers) when placement/stand space is blocked
  • added scaffold placement pacing and incremental cleanup of no-longer-needed temporary blocks
  • improved log detection behind leaves by selecting nearest valid logs and ignoring NPC temporary scaffold blocks

0.6.8

0.6.8 Pre-release
Pre-release

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@nekostul nekostul released this 13 Feb 08:19
  • Where command now works after login/at long distances, and teleport resolves NPC via home.
  • After teleport, NPC auto-switches to follow when coming from home/stop.
  • Hit reactions are fixed, and tools are visible in hand.

0.6.1

0.6.1 Pre-release
Pre-release

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@nekostul nekostul released this 13 Feb 00:30
  • Hotfix: Fixed NPC movement jitter

v0.6

v0.6 Pre-release
Pre-release

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@nekostul nekostul released this 10 Feb 16:44

🧠 AI Companion — Pre-Release

Этот релиз — большой шаг к стабильному и адекватному поведению NPC.

За последнее время было полностью переработано поведение компаньона в мире: от добычи ресурсов до передвижения и взаимодействия с игроком. Основной упор — на надёжность, предсказуемость и поведение «как у обычного игрока».


🔨 Добыча ресурсов

  • Полностью стабилизирована добыча деревьев
  • Интеграция с HT’s TreeChop — используется оригинальная логика мода
  • NPC больше не зависает при поиске деревьев
  • Добавлена система повторных попыток (10 попыток с интервалом), с корректным завершением задачи
  • Запрещена рубка деревьев в деревнях
  • Добыча обычных блоков (камень, руда и т.д.) стала стабильнее

🏃 Передвижение

  • Исправлена логика бега и следования за игроком
  • NPC больше не дёргается и не застревает при движении
  • Скорость передвижения приведена к скорости обычного игрока
  • Корректное замедление и остановка рядом с игроком

🍖 Выживание и взаимодействие

  • Добавлена система голода и кормления NPC
  • NPC охотится на мобов только при необходимости
  • Можно кормить NPC вручную (ПКМ едой)
  • Уведомления о низком здоровье и голоде
  • Инструменты и броня учитываются корректно (износ, эффекты, ХП)

💬 Сообщения и поведение

  • Переработаны игровые сообщения (более живые и дружелюбные)
  • Убраны лишние и повторяющиеся фразы
  • Улучшена реакция NPC на неудачные действия

⚠️ Это pre-release версия
Функциональность считается стабильной, но возможны изменения и доработки в следующих обновлениях.