File Details
Alec's Tamework! v2.14.1
- R
- Jun 16, 2026
- 18.20 MB
- 2.9K
- 0.5
File Name
Alec's Tamework! v2.14.1.jar
Supported Versions
- 0.5
2.14.1 - Companion Needs Pathing Fixes - 2026-06-16
Added
- Added HStats forwarding for Celly's Baby Animals and Celly's Wildlife Skins when Tamework detects those installed mods.
Changed
- Added reusable NPC position-target rejection and a generic reachable block target sensor/action so downstream animal behaviors can preflight block-seeking destinations before entering movement.
- Reused needs target search results during food and water checks so companion scans avoid repeating the same expensive lookups while still refreshing when an NPC moves or a target changes.
- Added adaptive runtime pressure backoff plus depleted-water and source-miss throttles so crowded worlds spend less time repeatedly probing unavailable needs targets.
- Improved companion food and water seeking so NPCs use bounded motion-controller projection to choose reachable trough and water stand targets, including diagonal approach positions, while keeping existing needs search caching and consume behavior.
- Adjusted needs-seek movement so custom preflight owns food and water reachability while vanilla seek stays pathfinder-first until consume range, reducing cases where companions accept a resource target but stand still.
- Needs seek now respects failed-seek cooldowns before re-entering movement, can re-scan from resting Hold states, and temporarily skips failed targets so blocked food or water sources do not trap companions in Idle/NeedsSeek loops.
- Needs resource scans now run a bounded pathfinder preflight before entering movement, so blocked troughs or water sources no longer pull companions out of idle/resting states unless a path is already confirmed.
- Needs resource preflight now treats a path near the selected food or water stand target as sufficient and leaves exact final approach recovery to movement stall handling, improving consistency around crowded resources.
- Needs resource seek now targets the food or water source itself and validates movement by consume-radius approach distance instead of requiring a projected adjacent stand point, improving crowded trough consistency.
- Needs resource movement now keeps vanilla seek after preflight while enabling simple steering fallback to compare crowded food and water movement behavior.
- Feed trough blocks are now added to the vanilla Fence block set through an asset patch so movement and path checks treat trough variants consistently with fence-like obstacles.
Fixed
- Fixed captured spawner items so companion gender is preserved even when capture happens before explicit life-stage gender metadata has been written.
- Fixed companion needs consumption so animals can remain at reachable food or water and consume repeatedly until the relevant need rises above the seek threshold, instead of returning to idle after one bite or drink.
- Fixed repeated needs consumption so completed food and water visits release their reserved approach point immediately, reducing avoidable delays for other nearby animals.
- Fixed companion needs-seek movement so food and water trips with no useful movement progress reject the current target after a short grace period instead of standing in NeedsSeek until the long timeout.
- Fixed companion needs seeking so a temporary source lookup miss is not reused after the NPC moves to a different block, reducing cases where starving or thirsty companions fail to retry nearby food or water sources.
- Fixed companion needs stand selection so a failed path candidate does not make NPCs ignore other reachable approach points around the same food or water source.
- Fixed water seeking so companions can retry a recently confirmed water target after wandering just outside the normal source scan radius, without expanding the routine block scan.
- Reduced the sensor-side no-path memory for needs resource checks so temporary water path preflight misses do not suppress valid retries for half a minute.
- Fixed needs-seek planning so a valid water target is not overwritten by a food target in the same sensor pass when both hunger and thirst are low.
- Reduced repeated companion needs-seek retries by giving confirmed food and water paths a longer movement window and a faster seek pace before timing out.
- Fixed companion needs-seek priority so hunger can interrupt water top-offs when food is the lower need, while keeping fallback behavior when the preferred resource is unavailable.
- Improved companion needs-seek fairness so food gets priority when hunger and thirst are nearly tied, reducing long water-biased delays at mid-range needs.
- Fixed companion needs-seek movement so aborted paths and sustained blocked nav states reject the current food or water target before the full move timeout, reducing long stalls around crowded resources.
- Fixed companion needs-seek targeting so multiple NPCs do not pile onto the same confirmed food or water approach point, and water targets avoid standing on the source block itself.
- Fixed companion needs-seek movement so an active food or water trip keeps the target it started with instead of following later planner updates mid-path.
- Fixed active needs-seek scans so animals can detect reachable food and water on nearby vertical terrain without widening passive refill sweeps.
- Fixed reachable block target scans so block-set checks use the resolved block-set index instead of relying on repeated engine exceptions during failed food and water searches.

