aicompanion-0.1.8.jar
Curse Maven Snippet
What's new
v0.1.8 — Survival building, accurate placement, and a companion that heals
Building is the big one this release. It now costs real materials, collects what it's missing, and — crucially — puts the structure where you actually asked for it.
⚠️ If you're upgrading from 0.1.7, do these two things
- Set
llm.useGrammartotrueinconfig/aicompanion.json. It's the new default, but your existing config file is never overwritten, so yours still saysfalse. Without it, chatty models drift into plain prose mid-session and the companion narrates work it never starts — a measured session had 9 of 21 turns come back unusable. - Run
/companion skills reset farming. Bundled skills are never overwritten either, and the old farming skill encodes a coordinate rule that changed in this release. Left alone, it buries your field one block into the ground.
Building now costs materials
build_structurespends real items from the companion's inventory, one per block.- Short of something? It goes and collects it, then builds. You ask once.
- Blocks that already match are skipped and cost nothing, so rebuilding something that's already there is free — and it tells you it was already there instead of taking credit.
behavior.buildCostsMaterials(default on) restores creative-style building.
Builds land where you asked
- The companion was reporting its eye position while every internal rule treated it as its feet — a permanent 1.5-block error. Fixed, and it now knows the actual ground height instead of guessing. It really was guessing: in one session it grabbed the Y coordinate of a nearby skeleton and built underground.
- "On top of the ground" and "level with the ground" are now different things, and both work. Asking it to raise a build by one block does that.
- Every plan is checked against the real terrain first. A build that came out
underground is lifted onto the surface; one hallucinated far up in the sky is
refused before any materials are spent. Towers and raised platforms are left
alone.
behavior.buildGroundCheck(default on) turns this off.
It stops claiming it did things it didn't
Several commands used to report "finished" after doing nothing at all, so the companion would confidently describe a structure that was never built. Failures now say what went wrong:
- Builds that ran out of retries, couldn't afford materials, or missed the ground.
- Deposits with nothing to deposit — and
depositnow stores what it actually has instead of refusing over a stale count. - A whole category of engine messages that were being silently discarded before reaching you, the log, or the companion.
Health, food, and staying alive
- The companion never healed. Injured, it stayed injured indefinitely. Natural regeneration now works while it's well fed.
- You get a chat warning when it drops below 30% health.
- New
eatcommand — eats food from its own inventory, on the spot.eat cooked_muttonworks too. Previously the only food-related command gathered food, so telling it to eat sent it on a foraging trip at 3 HP with cooked meat already in its pack.
Reliability
- Fixed the first command after spawning (or after a world reload) being silently swallowed — the companion would wave hello and quietly drop what you asked for.
- Fixed the companion going permanently silent mid-task when a model reply came back malformed. It retries, and won't strand itself part-way through a plan.
- Fixed build code generation failing identically on every retry against some models.
Also
/companion tokenshides or shows the token usage HUD.- Farming skill rewritten: no more manual material gathering, correct coordinates.
Engine 1.0.27 → 1.0.33.
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