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1.1
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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
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