Manhunt AI Bot

Manhunt Bot is an advanced Minecraft Bedrock Edition addon that brings the intense "manhunt" gameplay experience to single-player worlds.
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Manhunt_AI_Bot_v1.0.3-build

File nameManhunt_AI_Bot_v1.0.3.mcaddon
Uploaded
Jul 30, 2026
Downloads
9.7K
Size
130.3 KB
File ID
8540266
Type
R
Release
Supported game versions
  • 26.30
  • 26.20
  • 26.13
  • 26.12
  • 26.11
  • 26.10
  • 26.3
  • 26.0.02
  • 26.0

What's new

Manhunt AI Bot v1.0.3 — Major AI Overhaul

This is not a small update. The addon has been almost completely rebuilt from v0.7.0 to v1.0.3.

The old hunter mostly followed the runner using basic scripted behaviour. In this update, the hunter now has its own goal system, resource progression, crafting, building, combat decisions, survival logic and route memory.

New AI Brain

  • Added a central AI decision system.
  • Hunter now selects a goal and performs actions according to that goal.
  • Added separate goals for chasing, gathering, crafting, mining, building, eating, healing and escaping danger.
  • Work goals can temporarily disable normal chase behaviour.
  • Hunter remembers its previous goal instead of changing actions every few ticks.
  • Added automatic replanning when an action fails.
  • One hunter error will no longer stop the AI of every other hunter.

Route Memory and Navigation

  • Hunter remembers successful routes.
  • Remembers failed paths and locations where it fell.
  • Remembers bridges and staircases it already created.
  • Failed routes are temporarily blacklisted.
  • Hunter will try another direction after repeatedly failing the same route.
  • Added runner movement-direction tracking.
  • Added exact target waypoints for resource gathering.
  • Removed random move_to_block targeting.
  • Route and resource memory are automatically cleaned to prevent performance problems.

Vertical Pursuit

  • Added vertical pillaring.
  • Added diagonal staircase building.
  • Added spiral staircase planning.
  • Hunter can gather blocks before climbing.
  • Calculates how many blocks are required from the runner’s height.
  • Vertical building is used only when a normal path is unavailable.
  • Hunter can move sideways before pillaring.
  • Added runner-pillar detection.
  • Added safe pillar-breaking behaviour.
  • Added climbing grace time so the hunter does not think it is stuck while jumping or placing blocks.
  • Added safe descent planning.
  • Failed building blocks can be removed and refunded.
  • Hunter cannot randomly place blocks without an active building plan.

Gathering and Mining

  • Hunter can gather logs, dirt, stone, food, ores and building blocks.
  • Uses an axe for logs.
  • Uses a pickaxe for stone and ores.
  • Will not mine iron without a stone pickaxe or better.
  • Will not mine valuable ores with the wrong tool.
  • Avoids mining directly beneath itself.
  • Avoids dangerous sand and gravel.
  • Avoids exposed lava near mining targets.
  • Rejects completely buried and unreachable resource blocks.
  • Can mine a two-block-high tunnel.
  • Can search nearby cave walls for exposed resources.
  • Advanced Mining can be enabled or disabled through settings.

Complete Crafting Progression

The hunter can now follow a proper progression:

Logs → Planks → Crafting Table → Sticks → Wooden Tools → Stone Tools → Furnace → Iron Equipment

Added support for:

  • Wooden pickaxe, axe and sword.
  • Stone pickaxe, axe and sword.
  • Furnace.
  • Iron sword, pickaxe and axe.
  • Shield.
  • Iron helmet, chestplate, leggings and boots.
  • Bucket and water bucket.
  • Bow and arrows.
  • Boat.
  • Flint and steel.
  • Torches.
  • Cooked food.
  • Golden apple when enough resources are available.

The hunter also reserves important materials. It will not waste every iron ingot on optional armour while still needing a bucket, shield or pickaxe.

Better Combat

  • Attack speed increased by around 50%.
  • Added weapon cooldown timing.
  • Hunter will not continuously swing when the runner is out of reach.
  • Added line-of-sight checking.
  • Hunter avoids attacking through solid walls.
  • Uses sword for normal combat.
  • Can switch to axe against shields.
  • Added shield defence.
  • Added side-stepping around hazards.
  • Added sprint-reset movement after successful hits.
  • Added natural jump critical attacks.
  • Added bow combat at medium distance.
  • Hunter can retreat and eat when health becomes low.
  • Hostile mobs are attacked only when they become an immediate danger or block the route.
  • Difficulty now affects reaction time and decision quality.

Survival Intelligence

  • Added lava and fire avoidance.
  • Hunter can attempt to extinguish itself using water.
  • Added drowning prevention.
  • Added air-pocket and shore searching.
  • Added water-trap escape.
  • Fixed water escape plans cancelling themselves.
  • Added powder-snow escape.
  • Added fall-distance checking.
  • Added water-bucket MLG attempts.
  • Added emergency block clutch.
  • MLG checks now run every server tick.
  • Added safer cliff and high-ground descent.
  • Added boat crafting and ocean crossing.

Anti-Cheese System

Hunter can now recognise and respond to:

  • Runner towering upward.
  • Runner bridging over lava.
  • Water traps.
  • Repeatedly closed doors.
  • Boat escapes.
  • Two-block tunnels.
  • Blocks placed behind the runner.
  • Tree camping.
  • Cobweb traps.
  • Cliff jumps.
  • Runner digging underground.
  • Nether portal travel.
  • End portal travel.

Each situation now activates a specific response instead of random building or breaking.

Portal and Dimension Intelligence

  • Hunter remembers portal locations.
  • Can follow the runner through an existing portal.
  • Added Overworld and Nether coordinate estimation.
  • Can remember the runner’s last dimension.
  • Added portal-material planning.
  • Can plan a portal using obsidian and flint and steel.
  • Can resume tracking after changing dimensions.
  • Emergency teleporting is used only as a fallback when enabled.

Multiple Hunters

  • Added support for one to four hunters.
  • Each hunter can have its own name and skin.
  • Added hunter roles:
    • Chaser
    • Gatherer
    • Builder
    • Archer
  • Hunters share runner locations, resource locations, routes and portal memory.
  • Hunters will not intentionally attack each other.
  • Gatherers and Builders can deliver resources to other hunters.
  • Hunter AI updates are staggered to reduce lag.
  • Distant hunters use simplified decision-making for better performance.

Visible Equipment System

The hunter now equips items according to its current action:

  • Axe while chopping logs.
  • Pickaxe while mining stone and ores.
  • Sword during combat.
  • Axe against shields.
  • Bow during ranged combat.
  • Food while eating.
  • Building block while constructing.
  • Water bucket while performing an MLG.
  • Shield in the offhand.
  • Iron armour in the correct armour slots.

Added Script API equipment handling and command fallbacks for custom hunter entities.

UI and Developer Tools

  • Completely reworked settings UI.
  • Fixed settings not applying after pressing Save.
  • Fixed hunter name, skin, gathering and performance options showing old values.
  • Added Hunter Status screen.
  • Added developer diagnostics.
  • Added current goal and sub-goal information.
  • Shows why a goal was selected.
  • Shows the current target block and waypoint.
  • Shows required and reserved materials.
  • Shows planned climbing height and required blocks.
  • Shows last successful and failed action.
  • Shows stuck duration.
  • Shows movement speed and attack cooldown.
  • Shows hunter inventory and equipment.
  • Shows AI workload per second.
  • Shows the last caught script error.
  • Added Force Replan.
  • Added Reset Hunter.
  • Added Reset Route Memory.
  • Added test-resource controls.
  • Added route-particle toggle.
  • Added debug-report export.

Performance Improvements

Added three performance modes:

  • Low-End
  • Balanced
  • Maximum AI

Other optimisations:

  • Reduced unnecessary world scans.
  • Resource scanning now happens incrementally.
  • Hunters share perception results.
  • Memory sizes are limited.
  • Expired route data is removed.
  • Errors are throttled to avoid Content Log spam.
  • Heavy AI systems run on separate tick schedules.
  • Old and missing boats are removed from squad memory.
  • Invalid or duplicate hunter references are cleaned automatically.

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