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Alec's Tamework!

Mob taming framework and asset patcher. Breeding, traits, leveling, tame management UI, easier interaction chains, capture/spawn items that store metadata, ownership/tamed status, lots of behavior components and more!
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Alec's Tamework! v3.2.0

File nameAlec's Tamework! v3.2.0.jar
Uploader
alechillesalechilles
Uploaded
Aug 19, 2026
Downloads
419
Size
26.6 MB
File ID
8685148
Type
R
Release
Supported game versions
  • 0.5

What's new

3.2.0 - Runtime Activation and Performance Update - 2026-08-19

Changed

  • Tamework now builds one startup activation plan from effective content, dependency requirements, public capability requests, and durable recovery evidence. Unused modules install no runtime systems, feature listeners, workers, or persistence runtime.
  • /tw activation now reports module states, reasons, passive work counters, and whether changed content requires a restart. Reloads do not change the live system topology.
  • Generic and bonded persistence now use separate read-only startup probes. Empty servers do not create their databases, while pending durable work keeps its required recovery authority active.
  • Moved enabled Tamework sample NPCs, items, progression configs, translations, and example-only art into a separate disabled-by-default Alec's Tamework! Examples asset pack. Bundled examples no longer activate Tamework runtime modules on servers that do not install the pack.
  • Reusable avatar-flight, tranquilizer, and attachment-display assets no longer count as active gameplay by themselves. Library-only servers do not register their avatar-flight, mount, projectile-hazard, attachment, movement, or companion-core tick systems.
  • Active companion attachment, movement, flight-control, and despawn sweeps now reuse per-world scratch collections instead of allocating new candidate lists and sets on every pass.
  • Captured spawner tooltips now show a compact companion summary, level and maximum level, trait names with color-coded values, and a separate appearance section. Gender markers use pink for female companions and blue for male companions.

Fixed

  • Restored the shared Nametag and Soul Lantern models, textures, icons, particles, and audio to the main Tamework pack. Dependent mods no longer require the optional examples pack to validate these reusable assets.
  • Preserved system declaration order inside each active runtime module. Avatar Flight no longer fails startup when its HUD registers before its movement dependency.
  • Tamework now registers its NPC builders before generic persistence starts. If another process owns the persistence lock, Tamework and dependent Animal Husbandry NPC assets still load while saved-state features remain safely unavailable.
  • Generic persistence now waits through a short server-shutdown handoff before it rejects a held process lock. A lock error now identifies the active or legacy path and whether the owner is in the same process or another process.
  • Fixed water buckets placing water above feed troughs instead of filling them. Tamework now starts its embedded asset patcher before the initial asset load, so bucket integration changes refresh when the server starts.
  • Updated the embedded Patchwork runtime to 1.3.3. Its packaged telemetry descriptor now declares the Patchwork version and passive heartbeat capability, so player-ready discovery no longer logs that the shaded Patchwork descriptor is incomplete.
  • Reduced world-tick work for companion needs by reusing parsed runtime settings instead of rebuilding the same damage and tick-policy objects for each companion check.
  • Reduced interaction prompt work by reusing reload-aware food lists and role scopes, avoiding temporary selection objects, resolving combined inventories only when required, and skipping unchanged prompt-cache writes.
  • Reduced command HUD world-tick work by reusing unchanged group status, sharing reticle target queries between the target and hotswap HUDs, and selecting bounded player batches.
  • Reduced command HUD server work when many players are online.
  • Large companion groups now spread due needs updates and cold food or water searches across world ticks. Nearby companions share cached resource results instead of repeating the same search.
  • Command HUD cleanup now stays on the world thread and completes in order when players or stores unload. This prevents stale HUD state and unload races.
  • Cache-first needs resource sensors can omit the duplicate need gate, so dependent NPC assets load without repeating the Hunger or Thirst condition.
  • Projectile launch interactions now provide ballistic data to Hytale's NPC aiming logic, so ranged NPC attacks no longer fall back to close-combat aiming.

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