File Details
NPCPathmak_v85_beta
- B
- Apr 22, 2026
- 1.12 MB
- 9
- 26.10+1
File Name
NPCPathmak_v85_beta.mcaddon
Supported Versions
- 26.10
- 1.21.30
NPC Pathmaker - Changelog (v8.2 – v1.0.85 Professional Update)
🧠 Intelligence & Navigation (AI Overhaul)
- "Wall Sliding" Arc Scanner: Replaced the rigid detour system with a dynamic arc-scanning radar. NPCs now "sweep" angles from 45° to 135° to find the most efficient path around obstacles, allowing them to glide along long walls without stuttering.
- Hazard Avoidance System (Lava & Pits): The AI now prioritizes self-preservation. NPCs recognize Lava as a solid obstacle and detect vertical drops deeper than 3 blocks (Pits), automatically re-routing to avoid falling.
- Oscillation Fix ("Michael Jackson" Bug): Implemented a Stateless Steering system. By decoupling the radar from the NPC's previous movement ticks, we eliminated the back-and-forth "shuffling" behavior at corners.
- Ground-Relative Radar (Jump Stability): The radar now locks to the "Ground Y" coordinate. This prevents the NPC's "vision" from jumping into the air during a jump, ensuring they don't lose track of obstacles while mid-air.
🏃 Physics & Fluid Dynamics (NPC Body)
- Micro-Surface Magnetism: A complete rewrite of the height-snapping engine. NPCs now use absolute block-grid coordinates to "stick" perfectly to sub-block surfaces:
- Carpets: 0.0625 blocks.
- Trapdoors: 0.1875 blocks.
- Slabs/Stairs: 0.5 blocks.
- Path/Farmland: 0.9375 blocks.
- Advanced Water Buoyancy: NPCs are no longer "weighted" in water. They now feature custom buoyancy physics, moving at 60% speed and automatically surfacing to float when submerged to chest level.
- Smart Step-Down Logic: NPCs now "feel" the ground up to 0.7 blocks below them. This allows for seamless transitions when stepping down from a full block onto a slab or carpet without floating in the air.
- Vertical Climbing Limit: Implemented a hard safety cap of 1.05 blocks for "Step-Up" maneuvers. This prevents NPCs from accidentally "glitching" or teleporting onto 2-block high walls or roofs.
🛡️ Security & Role-Based Access
- Dual-Tier Permissions:
- Editor Level: Only Operators or players with the
npc_editortag can use the Magic Stick to open menus or plot points. - Admin Level: The "Arrival Command" field is now dynamically hidden from non-OP editors to prevent unauthorized command execution (Console Security).
- Editor Level: Only Operators or players with the
- Protected Data Operations: The "Clear All Data" button is now restricted to Operators only, preventing accidental route deletion by junior builders.
🖥️ Interface & UX (The Editor Experience)
- Persistent HUD (ActionBar): While in Edit Mode, a high-visibility HUD displays the targeted NPC's name and current waypoint count (e.g.,
Waypoints: 14/20), providing real-time feedback. - Quick Toggle (Sneak-Switch): Added a "Hot-Key" maneuver. Sneak + Click an NPC to instantly enter/exit Edit Mode without opening the UI. Sneak + Click in the air to globally disconnect.
- Visual Path Mapping: Introduced dotted line rendering using
endrodparticles. Waypoints are now visually connected in a sequence, allowing creators to see the NPC’s future path before activation. - Interactive Audio Feedback: Added unique sound cues for Mode ON (
note.pling), Mode OFF (random.break), and successful waypoint placement (random.orb).
⚙️ Technical Architecture (Core Engine)
- Full Modularity Overhaul: The script has been decentralized into specialized modules (
main.js,movement.js,ui.js,utils.js), significantly improving performance and making future feature integration easier. - Optimized HUD Refresh: HUD and Path visualization now refresh on separate tick-intervals (20-tick cycles) to maintain high FPS even with multiple NPCs active.
- Improved Error Handling: Added global try-catch wrappers around the physics loop to ensure the script doesn't crash if a chunk is unloaded during an NPC's movement.

