File Details
NPCPathmak_v82_beta
- B
- Apr 2, 2026
- 354.58 KB
- 41
- 26.10+1
File Name
NPCPathmak_v82_beta.mcaddon
Supported Versions
- 26.10
- 1.21.30
NPC Pathmaker - Changelog (v7.2 – v8.2)
🧠 Intelligence & Navigation (NPC Brain)
- Wide Multi-Raycast ("Shoulders"): NPCs now check for collisions not only in a center line but also 30cm to the left and right. This completely prevents them from snagging their shoulders on sharp corners.
- Three-Level Scanning: Added collision checks at feet, chest, and head levels. NPCs now recognize a wall even if there is an air gap at foot level (e.g., hanging structures).
- Dynamic Rotation during Detours: NPCs now physically turn their heads and bodies toward the bypass maneuver vector instead of just "sliding" sideways. This adds a significant layer of realism.
- Low Ceiling Detection: If the NPC detects a step-up but there is a block at head height (low ceiling), it will treat it as a wall and look for a detour instead of jumping.
🏃 Physics & Collisions (NPC Body)
- Non-Full Block Support (Dirt Path/Farmland): Introduced "Static Physics" mode. When the NPC stops, aggressive snapping is disabled, eliminating micro-jumps on blocks with 0.9 height.
- Ground Floating Fix: Reduced the floor check threshold to 0.01 blocks. NPCs now stand perfectly flush on the surface without any visible gap.
- Anti-Tunneling System: Implemented "push-back" logic. If an NPC phases into a solid block due to high speed or lag, the script pushes them back to a safe position instead of allowing them to get stuck.
- Roof Snapping Fix: The "Floor Snap" (upward extrusion) now only triggers if there is clear air above the NPC's head, preventing NPCs from "flying" onto roofs while navigating walls.
🖥️ Interface & UX (Control)
- Full UI Navigation: Added "Back" buttons to all menus. Canceling a form or finishing a sub-setting now returns the player to the previous menu screen instead of closing the entire interface.
- Smart Visualization: Path flames now appear ONLY for the specific NPC currently being edited. Disconnecting (Sneak + Tap) immediately clears all particles from the world.
- Vanilla Name Priority: Removed the name-change feature from the script forms to return priority to the vanilla NPC dialogue settings, resolving name-reset bugs after reloads.
- Waypoint Distance Limit (16 blocks): Implemented a maximum distance between points to ensure radar stability and prevent chunk-loading errors.
- In-Game "About" Manual: Created a comprehensive help page with detailed instructions on stick usage, command syntax, and system limits.
⚙️ Technical Fixes (Engine)
- Multi-Command Support: The "Arrival Command" field now supports multiple commands. Use the semicolon (
;) separator to chain actions (e.g.,say Hi; playsound random.orb @a). - Script Event Overhaul: Fixed the
getEntities is not a functionerror. Remote control via/scripteventnow works perfectly using@sselectors or theallkeyword. - Distance-Based Optimization: NPCs now enter a "sleep mode" (disabling physics calculations) if no players are within a 64-block radius, significantly saving server resources.
- Chunk Safety (Try-Catch): All world-access code is now wrapped in try-catch blocks, preventing console error spam when players move away from ticking areas.

