File Details
hivescharacters-1.0.0.jar
- A
- Jun 7, 2026
- 472.73 KB
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- 1.21.1
- NeoForge
File Name
hivescharacters-1.0.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
# Changelog
All notable changes to this project will be documented in this file.
## Unreleased - v0.0.11 Autonomy Update
### Added
- Added `PolenAutonomyController` to keep high-level autonomy flow out of `PolenEntity`.
- Added `PolenAiFacade` as the single AI-facing entry point used by `PolenEntity`.
- Added `PolenAiState` to store remembered places, danger memory, needs, and intent outside the entity class itself.
- Added persistent need-state tracking for safety, social contact, curiosity, rest, and magic.
- Added high-level intent selection with short-lived decision locks so Polen can sustain actions instead of jittering between reactions.
- Added reusable interest discovery for flowers, hives, and source-like locations.
### Changed
- Polen's server-side AI now follows a compact `needs -> intent -> mood -> goals` loop.
- Source-like locations are now remembered as first-class interests and can feed later autonomous behavior.
- Routine, hobby, curiosity, trusted approach, and safe wandering goals now activate through explicit intent gating.
- `/characters ai get` now exposes intent, dominant need, full need values, and remembered source data for balancing.
- Fixed a movement deadlock where Polen could keep a selected intent while the matching movement goal was still blocked, causing her to look around without walking.
## Unreleased - Item Progression Foundation
### Added
- Added typed item metadata for family, progression stage, and uniqueness.
- Added reusable item bases for story, material, focus, and colony item families.
- Added `docs/dev/ITEM_PROGRESSION.md` to define long-term item scaling rules.
### Changed
- Reclassified current items into explicit progression roles instead of leaving them as flat standalone entries.
- Grouped item registration and creative-tab ordering by family intent.
## Unreleased - First Functional Item Wave
### Added
- Added `bloom_focus` as a reusable focus item for helping Polen remember flowers, hives, and source-like resonances.
- Added `settlement_charm` as a colony item for marking safe resting places once shelter progression exists.
- Added `source_touched_petal` and `resonant_wax` as early scalable materials for future Ars and bee-related systems.
### Changed
- Added a dedicated item interaction controller so new item behaviors route through existing memory, affinity, and story systems.
- Added first-pass survival recipes and item-family datapack tags for the new item layer.
## Unreleased - Ars Magic Follow-up
### Added
- Added `PolenMagicController` for emergency blink relocation and subtle quiet-activity spell effects.
- Added new ambient magic dialogue lines for both Spanish and English localization.
### Changed
- Emergency relocation now uses a magical blink with particles and sound instead of a silent raw teleport.
- Singing and drawing can now produce small Ars-inspired spell feedback while Polen is calm.
- Updated lore and AI documentation to treat Polen's magic as instinctive, intimate Ars Nouveau behavior rather than late-game combat magic.
## Unreleased - Dialogue and Debug Follow-up
### Changed
- Split dialogue responsibilities into dedicated resolvers for speaker, chapter lines, ambient tone, and ambient key construction.
- Expanded `/characters ai get` to expose mood reason and safety-related debug state.
### Technical
- Added JUnit 5 test infrastructure.
- Added initial pure-logic unit tests for dialogue resolvers and danger-memory math.
## Unreleased
### Changed
- Continued the Polen entity refactor to keep AI responsibilities split by concern.
- Moved quiet activity logic out of `PolenEntity` into `PolenQuietActivityController`.
- Moved reusable `BlockPos` NBT serialization into `PolenNbtHelper`.
- Moved routine target selection out of `PolenEntity` into `PolenRoutinePlanner`.
- Moved safety escape planning out of `PolenEntity` into `PolenSafetyNavigator`.
- Moved player interaction flow out of `PolenEntity` into `PolenInteractionController`.
- Moved ambient dialogue emission out of `PolenEntity` into `PolenAmbientDialogueController`.
- Moved dangerous spot memory handling out of `PolenEntity` into `PolenDangerMemoryTracker`.
- Moved goal registration out of `PolenEntity` into `PolenGoalRegistry`.
- Tightened unsafe dialogue rules so cave-escape lines are no longer used for normal outdoor positions.
- Improved safety escape replanning so Polen can recover better when the first route is blocked or awkward.
### Technical
- `PolenEntity` now delegates passive hobby timing and client particle feedback to a dedicated controller.
- Entity NBT persistence is prepared for reuse by future extracted systems.
- Goals now depend more directly on planners/controllers instead of routing through extra public facades on `PolenEntity`.
- Escape search now prefers reachable safe spots and gives extra weight to upward/open destinations when leaving enclosed unsafe areas.
## v0.0.8 - Entity Refactor Update
### Added
- `PolenSafetyEvaluator` for evaluating safe and dangerous positions in the environment.
- `PolenSafetyNavigator` for handling escape route planning and replanning when stuck.
- `PolenRoutinePlanner` for selecting routine targets based on mood and memory.
- `PolenMoodController` for calculating Polen's mood based on context.
- `PolenMemoryHandler` for managing Polen's memories of flowers, hives, resting spots and nearby environment.
- `PolenQuietActivityController` for managing quiet activity selection and synchronized hobby timers.
- `PolenNbtHelper` for reusable NBT serialization logic.
### Changed
- Refactored `PolenEntity` to delegate specific responsibilities to the new classes, keeping it focused on coordinating entity state, interaction flow and routine target selection.
- Improved safety behavior to avoid false-positive cave dialogue outdoors and to allow escape replanning when the first route is blocked.
- Adjusted AI behavior to better reflect mood and memory states through the new controllers.
### Fixed
- Prevented false-positive cave escape dialogue when Polen is exposed outdoors.
- Improved escape behavior to avoid getting stuck when the initial escape route is blocked.
## v0.0.7 - Living Polen Update
### Added
- Added Polen memory system.
- Added first memory triggers:
- `FIRST_FLOWER`
- `FIRST_HIVE`
- `FIRST_SOURCE`
- `FIRST_COLONY`
- Added new world story flags for Polen memories.
- Added debug commands for unlocking Polen memories.
- Added debug command to inspect Polen's current mood.
- Added new Polen moods:
- `CONFIDENT`
- `JOYFUL`
- Added memory dialogue entries in `es_es.json` and `en_us.json`.
### Changed
- Expanded Polen's mood logic to better reflect world progression.
- `CONFIDENT` now represents trust in the environment/world state.
- `JOYFUL` represents stronger emotional comfort near trusted players.
- Polen can now associate flowers, hives and resting places with narrative progression.
- Improved the connection between Polen's AI behavior and story flags.
### Fixed
- Prevented memory dialogue from repeating after a memory has already been unlocked.
- Improved debug testing flow for story memories and mood inspection.
### Notes
- This update does not add Polen's residence yet.
- This update does not add deep MineColonies, Productive Bees or Ars Nouveau integration yet.
- Those systems are planned for later narrative/content updates.
## [v0.0.6] - 2026-05-30
### Added
- Initial content pipeline documentation
- Item addition process
- Dialogue line addition process
- Advancement addition process
- Entity and renderer addition process
- Localization guidelines
- Documentation coverage for content authoring workflow
- Registration checklist structure
- Asset file placement references
- Translation update reminders
### Changed
- Changelog versioning for 2026-05-30 changes is now tracked under v0.0.6
- Documentation structure refined for faster onboarding when adding Polen content
### Technical
- Repository documentation now better reflects the current content pipeline layout
## [v0.0.5] - 2026-05-29
### Added
- Persistent story data system
- World story SavedData
- Player relationship data
- Automatic world save integration
- World story architecture
- Shared chapter progression
- Shared story flags
- Persistent world narrative state
- Player relationship architecture
- Persistent affinity
- Interaction tracking
- Relationship progression framework
- World story data
- Current chapter persistence
- Story flag persistence
- Future Polen entity tracking support
- Future spawn state support
- Debug utilities
- /characters relationship get
- /characters worlddata get
### Changed
- Refactored progression system into:
- World Story
- Player Relationship
- Chapter progression is now shared across the entire world
- Story flags are now global world events
- Affinity is now tracked individually per player
- PolenEntity responsibilities reduced
- Interaction handling only
- Narrative logic delegated to story systems
- Narrative event logic moved to PolenStoryEventManager
- Dialogue architecture prepared for long-term chapter expansion
- Advancement files moved to proper datapack location:
- data/characters/advancement/story
- Advancement titles and descriptions now use translation keys
- Narrative event dialogue moved to language files
- Item tooltip implementation consolidated through reusable tooltip item base class
### Fixed
- Advancement resource structure
- Story progression persistence after world reload
- World state synchronization for multiplayer environments
### Technical
- Introduced SavedData-based persistence layer
- Separated global story progression from player-specific relationship data
- Prepared architecture for future multiplayer story progression
## [v0.0.4] - 2026-05-29
### Added
- Story advancement framework
- Root advancement
- First Meeting advancement
- First Trust advancement
- Name Reveal advancement
- Chapter 0 Complete advancement
- Player Has Shelter advancement
- Story flag system
- NAME_REVEALED
- CHAPTER_0_COMPLETE
- PLAYER_HAS_SHELTER
- Chapter progression framework
- Chapter storage
- Chapter advancement
- Chapter reset support
- Affinity level system
- FIRST_TRUST
- NAME_REVEAL
- FRIEND
- CLOSE_FRIEND
- TRUSTED
- Story event manager
- Debug command framework
- /characters affinity
- /characters flag
- /characters chapter
- Name reveal narrative event
- Dynamic NPC naming system
- Chapter 0 completion flow
- Chapter 1 initialization
### Changed
- Polen now appears as "???" before the name reveal event
- Dialogue system now supports dynamic speaker names
- Dialogue text separated from speaker identity
- Progression logic moved away from entity-specific implementation
- Chapter progression is now driven by story milestones
## [v0.0.3] - 2026-05-29
### Added
- Polen entity registration
- Polen spawn egg
- Polen renderer
- Initial Polen skin
- Entity attributes
- Basic AI goals
- Random stroll
- Look at player
- Random look around
- Float in water
- First NPC interaction system
- Chapter-based dialogue manager
- Progression framework
- PolenChapterManager
- PolenAffinityManager
### Changed
- Replaced single dialogue message with randomized chapter dialogue system
## [v0.0.2] - 2026-05-29
### Added
- Polen creative tab
- Princess Seal
- Princess Letter
- Polen Journal
- ES/EN translations
- Narrative tooltips
- Initial project structure

