File Details
Hives & Colonies: Characters v1.0.1
- B
- Jun 9, 2026
- 608.67 KB
- 32
- 1.21.1
- NeoForge
File Name
hc_characters-1.0.0-beta.1.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Changelog
All notable changes to this project will be documented in this file.
[v1.0.1] SoaMarjorie Beta - 2026-06-09
Added
- Added SoaMarjorie as a new encounter-based NPC focused on mining.
- Added temporary encounter system for SoaMarjorie:
- Bountiful board encounters.
- Cave mining encounters.
- Timed despawn after each encounter.
- Added Bountiful board integration:
- SoaMarjorie can appear near Bountiful bounty boards.
- She stays near the board for a limited time.
- She can give short dialogues and small rewards.
- Board encounters now use player and board cooldowns.
- Added cave encounter system:
- SoaMarjorie can appear underground from Y 0 and below.
- Cave encounters only trigger when exposed mineable ores are nearby.
- Cave spawn rules check darkness, sky visibility, valid floor, and safe space.
- Added real mining behavior for SoaMarjorie:
- She can mine exposed ores.
- She uses her pickaxe while mining.
- She shares part of the mined resources with a nearby player.
- Mining is limited per encounter for balance.
- Mining respects
mobGriefing.
- Added tool usage states:
- Pickaxe while mining.
- Axe while defending herself.
- Torch while placing light.
- Added torch placement during cave encounters.
- Added defensive behavior:
- SoaMarjorie can respond to hostile mobs.
- SoaMarjorie can defend herself against players.
- SoaMarjorie is highly resistant to damage during encounters.
- Added persistent cooldown data for SoaMarjorie encounters.
- Added common NPC relationship/affinity system.
- Added persistent relationship data per player and character.
- Added affinity memories/flags for future character-specific behavior.
- Added SoaMarjorie relationship integration:
- Board visit memory.
- Board reward memory.
- Cave encounter memory.
- Shared ore memory.
- Attack memory.
- Added graphical affinity notification overlay.
- Added compact HUD feedback when affinity changes.
- Added relationship level names and personality-specific dialogue hooks for SoaMarjorie.
- Added mineable ore block tag for SoaMarjorie:
hc_characters:soa_marjorie_mineable
- Added new gameplay config options for SoaMarjorie:
- Encounter toggles.
- Board visit duration.
- Cave encounter duration.
- Board player cooldown.
- Board position cooldown.
- Cave player cooldown.
- Cave max Y.
- Spawn chance divisors.
- Mining limit.
- Torch placement toggle.
- Affinity notification options.
Changed
- Renamed Soa’s canonical entity ID to
hc_characters:soa_marjorie. - Updated SoaMarjorie assets to use
soa_marjorienaming. - Reworked SoaMarjorie from a natural persistent spawn into controlled temporary encounters.
- Removed natural biome modifier spawning for SoaMarjorie.
- Rebalanced SoaMarjorie board rewards to avoid progression-breaking items.
- Reduced rare reward power for beta release.
- Reduced mining output by limiting mined blocks per encounter.
- Changed cave spawn layer from Y 48 and below to Y 0 and below.
- Improved cave encounter validation so SoaMarjorie does not spawn where she has nothing to mine.
- Improved affinity progression so normal repeated dialogue no longer grants unlimited affinity.
- Reduced and compacted affinity overlay text size.
- Added message wrapping to affinity overlay.
- Adjusted SoaMarjorie dialogue tone toward mentor-style mining humor.
- Preserved final approved visual positions of SoaMarjorie’s belt pickaxe, belt axe, backpack, and rendered tools.
Fixed
- Fixed old
hc_characters:soareferences. - Fixed outdated Soa asset paths.
- Fixed SoaMarjorie cave mining goal stopping before mining.
- Fixed repeated right-click dialogue allowing players to quickly reach max affinity.
- Fixed SoaMarjorie respawning too quickly at the same Bountiful board.
- Fixed board cooldowns not persisting across world/server restarts.
- Fixed cave encounters spawning above the intended mining layer.
- Fixed oversized affinity overlay text.
- Fixed SoaMarjorie not consistently using the correct tool state while mining or defending.
Balance Notes
- SoaMarjorie is intended as a rare narrative/mining encounter, not an automation system.
- She only mines exposed ores.
- She does not use Fortune or Silk Touch.
- She shares only a portion of the mined drops.
- Her board rewards are intentionally small and utility-focused.
- Bountiful remains the main bounty reward system; SoaMarjorie is a companion encounter around it.
[1.0.0-beta.1] - 2026-06-07
Added
- PolenAutonomyController to keep high-level autonomy flow out of PolenEntity.
- PolenAiFacade as the single AI-facing entry point used by PolenEntity.
- PolenAiState to store remembered places, danger memory, needs, and intent outside the entity class itself.
- Persistent need-state tracking for safety, social contact, curiosity, rest, and magic.
- High-level intent selection with short-lived decision locks so Polen can sustain actions instead of jittering between reactions.
- Reusable interest discovery for flowers, hives, and source-like locations.
- PolenShelterValidator for validating playable shelters as narrative milestones.
- prologueClearingCenter and prologueShelterPos persisted in world story data.
- docs/es/POLEN_PROLOGUE_SITE.md defining prologue clearing structure and canon rules.
- Typed item metadata for family, progression stage, and uniqueness.
- Reusable item bases: PolenLoreItem, PolenMaterialItem, PolenUsableFocusItem, PolenColonyItem.
- loom_focus as a reusable focus item for flower, hive, and source-like resonance memory.
- settlement_charm as a colony item for marking safe resting places.
- source_touched_petal and esonant_wax as early scalable materials.
- PolenMagicController for emergency blink relocation and subtle idle spell effects.
- New ambient magic dialogue lines for both Spanish and English localization.
- Dedicated item interaction controller routing new item behaviors through memory, affinity, and story systems.
- Dialogue resolvers for speaker identity, chapter key selection, ambient tone, and ambient key construction.
- JUnit 5 unit test infrastructure with initial pure-logic tests for dialogue resolvers and danger-memory math.
Changed
- Polen's server-side AI now follows a compact eeds -> 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.
- Polen now prioritizes her estingPos and esidence more strongly when seeking shelter during rain or night rest.
- QUIET_CREATION selection now favors returning home before dispersing to other quiet spots when context is already safe.
- Item layer reclassified into explicit progression roles with family intent grouping.
- 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.
- Narrative documentation now treats Polen's magic as instinctive, intimate Ars Nouveau behavior.
- PolenDialogueManager refactored into a facade, splitting dialogue concerns into dedicated resolvers.
- hiveheart_charm defined as a non-crafteable prologue item in its first stage.
Fixed
- Movement deadlock where Polen could keep a selected intent while the matching movement goal was still blocked.
- Interacting with Polen inside a valid shelter during FOUNDATION now correctly triggers PLAYER_HAS_SHELTER.
- settlement_charm and source discovery now reuse PolenWorldEventTriggers instead of duplicating memory unlocks.
Removed
- POLEN_HAS_FOOD placeholder story flag with no active references.
- Premature crafteable recipe for hiveheart_charm.
- hiveheart_charm inclusion in the active Curios charm tag (removed until shelter progression is complete).
Changelog
All notable changes to this project will be documented in this file.
Unreleased - v0.0.11 Autonomy Update
Added
- Added
PolenAutonomyControllerto keep high-level autonomy flow out ofPolenEntity. - Added
PolenAiFacadeas the single AI-facing entry point used byPolenEntity. - Added
PolenAiStateto 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 -> goalsloop. - 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 getnow 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.mdto 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_focusas a reusable focus item for helping Polen remember flowers, hives, and source-like resonances. - Added
settlement_charmas a colony item for marking safe resting places once shelter progression exists. - Added
source_touched_petalandresonant_waxas 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
PolenMagicControllerfor 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 getto 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
PolenEntityintoPolenQuietActivityController. - Moved reusable
BlockPosNBT serialization intoPolenNbtHelper. - Moved routine target selection out of
PolenEntityintoPolenRoutinePlanner. - Moved safety escape planning out of
PolenEntityintoPolenSafetyNavigator. - Moved player interaction flow out of
PolenEntityintoPolenInteractionController. - Moved ambient dialogue emission out of
PolenEntityintoPolenAmbientDialogueController. - Moved dangerous spot memory handling out of
PolenEntityintoPolenDangerMemoryTracker. - Moved goal registration out of
PolenEntityintoPolenGoalRegistry. - 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
PolenEntitynow 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
PolenSafetyEvaluatorfor evaluating safe and dangerous positions in the environment.PolenSafetyNavigatorfor handling escape route planning and replanning when stuck.PolenRoutinePlannerfor selecting routine targets based on mood and memory.PolenMoodControllerfor calculating Polen's mood based on context.PolenMemoryHandlerfor managing Polen's memories of flowers, hives, resting spots and nearby environment.PolenQuietActivityControllerfor managing quiet activity selection and synchronized hobby timers.PolenNbtHelperfor reusable NBT serialization logic.
Changed
- Refactored
PolenEntityto 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_FLOWERFIRST_HIVEFIRST_SOURCEFIRST_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:
CONFIDENTJOYFUL
- Added memory dialogue entries in
es_es.jsonanden_us.json.
Changed
- Expanded Polen's mood logic to better reflect world progression.
CONFIDENTnow represents trust in the environment/world state.JOYFULrepresents 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

