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Hive Mind

Every mob shares one mind. It learns how you fight, builds a base, mines, crafts, goes to the Nether and the End, kills the dragon, and announces its advancements in chat.

Every mob in your world shares one mind. It remembers every death, studies how you fight, and gets smarter over time. And now it doesn’t just hunt you. It builds a civilization of its own and races you to the End.

A MIND THAT LEARNS

  • Mobs learn from every fight: what killed them, what worked, what didn’t.
  • They copy your moves: crits, combos, mace smashes, ender pearls, wind charges, golden apples.
  • They dig and build to reach you when you hide.
  • Creepers go after the ores you’re clearly heading for.
  • Passive animals stay passive. They just learn to run.

NOTHING IS FREE
Hive mobs don’t spawn with gear or infinite blocks. They have to make it or take it.

  • Workers chop trees, dig dirt, and mine stone and ores, using real pickaxes at vanilla break speeds. No pickaxe means no cobblestone.
  • Everything they dig up goes into their pack and drops when they die.
  • They build a walled base with chests, a crafting table and a furnace.
  • They craft their own tools, smelt iron, and forge armor, shields and swords.
  • Your bases are off-limits for gathering, and hive gear stays close to your own armor tier.

THE HIVE’S SPEEDRUN
The hive follows the same route a player would:

  1. Wood, stone tools, a furnace, iron
  2. Buckets and flint and steel, obsidian (cast from lava with a water bucket, like a speedrunner), then a nether portal
  3. Expeditions to a nether fortress for blaze rods
  4. Eyes of ender, finding the stronghold, filling the end portal
  5. The Ender Dragon: skeletons shoot the crystals down, and the hive bed-bombs and creeper-bombs the dragon
  6. An ender pearl through the end gateway, an end city, and the elytra

HIVE ADVANCEMENTS
The hive earns 32 of its own advancements, announced in chat, like: “The Hive has made the advancement [Portal Builders]”. You always know how far along it is. Type /hivemind progress to see the full list, its base, its store and its current expedition.

MORE MOBS, NO DESPAWNING

  • The hostile mob cap is doubled (you can change this in the config).
  • Mobs the hive is using never despawn: workers, mobs carrying or wearing hive gear, expedition members, mobs at its base, mobs that fought you, and anything near you.
  • Idle strays far away that the hive never used still despawn slowly, so new mobs keep spawning at night. You can turn that off in the config.

OPTIONAL: CLAUDE AS THE HIVE’S STRATEGIST
Add your own Anthropic API key in config/hivemind.json and Claude reads reports on the hive and rewrites its strategy: tactics, aggression, how many workers, what to go for. Without a key, the hive runs on its own built-in learning. API usage is billed to your own Anthropic account.

CONFIG
In config/hivemind.json you can turn on or off gathering, expeditions, chat messages, advancement messages and despawning. You can also change the mob cap multiplier, the max number of workers, how far around player bases the hive won’t gather, and the arms race.

NOTES

  • Fabric, Minecraft 26.2. Needs Fabric Loader 0.19 or newer and Java 21 or newer.
  • Works in single player and on servers.
  • The hive needs time. A full run to the elytra takes many in-game days.
  • Expeditions that no player can see travel off-screen. They’re saved and moved, then put back when someone comes near.
  • Blazes killed by the hive drop rods half the time, since vanilla only drops them for player kills.
  • This is a beta, so please report bugs!

CHANGELOG (1.2.0, The Hive Builds)

  • Mobs no longer spawn with hive gear. They make it or take it.
  • Real economy: chopping, digging, mining with tools, packs, real drops
  • Hive bases: walls, chests, crafting table, furnace, smelting, crafting
  • Nether portal building (lava casting or mined obsidian)
  • Expeditions: nether fortress, stronghold, the End, dragon fight, end gateway, end city elytra
  • 32 hive advancements announced in chat, plus /hivemind progress
  • Doubled hostile mob cap. Mobs the hive uses never despawn.
  • Workers dig their way home when stuck and don’t wander through portals.
  • The Claude strategist now sees and steers the hive’s economy.

Hive Mind Team

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