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NPC Pathmaker: Bring NPCs to Life

Create complex NPC routes with built-in obstacle avoidance, realistic gravity, and customizable waypoint events.
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NPCPathmak v1.1.81 beta

File nameNPCPathmak v1.1.81 beta.mcaddon
Uploader
_Huntunu__Huntunu_
Uploaded
Aug 23, 2026
Downloads
596
Size
1.6 MB
File ID
8713416
Type
B
Beta
Supported game versions
  • 26.30
  • 26.20
  • 26.13
  • 26.12
  • 26.11
  • 26.10
  • 1.21.60

What's new

📜 CHANGELOG (v1.1.81 – Hotfix & Stability Update)

🛠 Logic & AI Fixes

  • Vanilla Sleep State Override (Fixed Mita Jittering): Fixed a desynchronization bug where a custom entity (like Mita) would go to sleep using its own vanilla AI before Pathmaker was activated. When movement was subsequently enabled from the UI, Pathmaker failed to wake the entity up because its internal memory thought the entity was already awake, causing the entity to get stuck and jitter. Now, whenever Pathmaker movement is enabled, it automatically forces a wake-up event and resets its memory to perfectly synchronize with the entity's actual state.
  • Decoupled Sleep Engine (Fixed "Jittering" at Home Point): Completely rewrote the logic for waiting at the home point. Previously, unchecking "Sleep at Home" caused a conflict: the NPC knew it shouldn't sleep, but had nowhere to go, causing it to endlessly try to "walk" to itself. Now, shift waiting logic and sleep animation are separated. The NPC will simply stand calmly at the home point and even maintain the specified look direction (lookDir).
  • Wake-up Teleport Safety: Added a safety mechanism for long distances. If your custom mob (or NPC) wanders too far to find a bed, upon waking up, the system will automatically teleport it back to the active path point so it can safely continue its route without getting lost.
  • Custom Entity Water Physics: Custom mobs no longer sink like stones! We added water physics support for custom entities in the waiting state (Static State). They will now smoothly float on the surface with a nice bobbing effect, just like standard NPCs.

📜 CHANGELOG (v1.1.8 – Cinematic AI & Reactive UI Update)

🧠 AI Stabilization & Movement

  • Reactive AI & Fast-Travel Catchup: "Skyrim-style" fast-travel catchup for unloaded chunks. When players leave the area, the engine saves resources. Upon return, it instantly calculates the time passed and teleports the NPC to their correct scheduled location.
  • Dynamic Hitboxes & Scaling: Adjust Hitbox Width and Height via the UI. The engine's collision math dynamically adapts to giant bosses or tiny pets, altering gap-jump and obstacle-avoidance distances automatically.
  • Deep Sleep Mode & Stabilization: NPCs no longer try to infinitely correct sub-pixel locations on arrival. They smoothly align to the center and enter a static wait state, eliminating jitters.
  • Jump Rotation Locking: Blocked head and body rotations during jumps. Solves the issue where characters would snap/shake while climbing staircases or jumping blocks.
  • Skyrim Mode (isRushingHome): When a work shift ends or sleep time arrives, NPCs immediately cancel all idle timers, animations, and commands on their route, pathing straight home at transit speed.

🎬 Cinematic & Execution Controls

  • Command Delays (cmdDelay): Commands can now be offset using delay timers. An NPC can walk to a point, wait dynamically, and trigger redstone or dialogue at an exact moment while continuing their animation.
  • Smart Custom Animations: Blockbench custom animations now natively play during idle wait times. A smart check resets the animation to animation.player.bob on the very last tick before moving, fully solving the model freeze bug.
  • Custom Mob Architecture: Upgraded event standardization (pathmaker:stop_ai, pathmaker:resume_ai) ensures plug-and-play integration for any custom mob creator without breaking vanilla behaviors. Creators can utilize Waypoint Commands to natively trigger their own entity events (e.g. /event entity @s …), allowing for cross-pack integration.

🖥️ Custom UI, Menus & Tools

  • Reactive UI & Custom Forms: Real-time, flicker-free UI updates with dynamic visibility, disabled button states, and direct client-server data binding. Replaces standard vanilla forms with sleek grid-layouts and styled menus.
  • Undo/Redo System: Edit your waypoints flawlessly using physical items: Blaze Rod (Undo) and Breeze Rod (Redo).
  • Expanded UI Text Limits: Modified the components.json UI definition to increase the vanilla limit of 14 characters to 1024, freely allowing long commands and complex custom animation names directly in-game.
  • Custom Global Settings Integration: Completely removed the vanilla gray settings menu, moving it to a custom global_settings.json. All menus now run on the unified, polished custom UI framework.
  • Robust Entity Registration: Rewrote the Global Settings entity IDs parser. The core minecraft:npc identifier is permanently protected, and custom additions (e.g., custom:guard) are strictly validated to prevent accidental breakage.