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Hives & Colonies: Characters

Story-driven Minecraft NPCs with memory, affinity, autonomous behavior, and rare character encounters.
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Hives & Colonies: Characters v1.0.2

File namehc_characters-1.0.0-beta.1.jar
Uploader
RaidenHLRaidenHL
Uploaded
Jun 26, 2026
Downloads
97
Size
743.5 KB
Mod Loaders
NeoForge
File ID
8321872
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:hives-colonies-characters-1560148:8321872"

Learn more about Curse Maven

What's new

Changelog

All notable changes to this project will be documented in this file.

Unreleased - feature/soa-entity branch delta vs main

Added

  • Added LucyEntity and a full Lucy village encounter flow.
  • Added a Lucy + SoaMarjorie village scene system:
    • village tavern runtime placement
    • tavern board helper
    • village encounter saved data
    • tavern saved data
    • ambient scene dialogue
    • tavern scene detection and placement scoring
  • Added Lucy tavern structure resources for:
    • plains
    • desert
    • savanna
    • snowy
    • taiga
  • Added a broader SoaMarjorie feature set:
    • relationship and encounter dialogue updates
    • companion controller support through Marta
    • companion interaction event hooks
    • golden Marta renderer/layer support
  • Added major Polen home, safety, and environment systems:
    • PolenMovementHelper
    • PolenBehaviorReadiness
    • PolenThreatAssessmentHelper
    • PolenEnvironmentResolver
    • PolenEnvironmentSnapshot
    • PolenBedLocator
    • PolenBedTarget
    • PolenHomeSnapshot
    • PolenNightSafetyPlan
  • Added a rebuilt Polen prologue runtime stack:
    • PolenPrologueDiscoveryManager
    • PolenPrologueRuntime
    • PolenPrologueSiteBuilder
    • PolenPrologueSiteLayout
    • PolenPrologueSiteLocator
    • PolenProloguePalette
  • Added new Polen profile and interaction systems:
    • client profile action/help state
    • profile sync payloads
    • UI action payloads and handlers
    • companion/social interaction handlers
    • focused item interaction handlers for gifts, residence, and accessories
  • Added common NPC relationship and player-facing feedback improvements:
    • affinity overlay updates
    • extra player relationship helpers
    • additional debug commands
  • Added split localization authoring and merge tooling for hc_characters.
  • Added new Lucy and Soa localization entries in English and Spanish.
  • Added new docs for character architecture, localization workflow, and updated project/codebase mapping.

Changed

  • Repositioned the project around a wider cast and the public title Hives & Colonies: Characters.
  • Reworked the codebase from a Polen-only direction toward multi-character support across docs, registries, assets, and gameplay hooks.
  • Refactored large parts of Polen AI to rely more on:
    • explicit environment snapshots
    • home/residence resolution
    • safer navigation planning
    • clearer dialogue policy and beat selection
    • cleaner item interaction routing
  • Reworked Polen profile UI and client presentation to support richer synced character data.
  • Reworked SoaMarjorie systems around encounter flow, companion support, and relationship-driven interactions.
  • Expanded the build/localization pipeline so runtime language files are generated from lang_base/ plus recursive lang_parts/ sources.
  • Updated resources, docs, and metadata to reflect the hc_characters namespace and the broader character scope.
  • Adjusted the Lucy tavern approach away from permanent vanilla village pool overrides to avoid interfering with normal village generation.

Fixed

  • Fixed multiple Polen shelter and safety false positives so dialogue and movement better reflect actual nearby refuge.
  • Fixed several Polen movement and intent deadlock cases by improving navigation, recovery, and safety planning.
  • Fixed localization/build drift by making merged runtime language generation explicit in the build.
  • Fixed several SoaMarjorie encounter and interaction issues, including cooldown persistence and relationship progression edge cases.
  • Fixed older resource and naming inconsistencies tied to the SoaMarjorie migration.
  • Fixed village generation regressions caused by replacing vanilla village house pools during Lucy tavern experiments; the branch now avoids that override path.

Technical Notes

  • This branch introduces substantial unmerged work across:
    • Lucy village encounter systems
    • SoaMarjorie companion/encounter systems
    • Polen AI, home, safety, and profile systems
    • localization/build tooling
    • project documentation and naming
  • The Lucy tavern is currently handled through runtime placement logic instead of stable vanilla village pool replacement.

Unreleased - Polen Safety and Dialogue Integration

Added

  • Added contextual ambient dialogue beats for Polen:
    • ranged danger
    • rain pressure
    • claustrophobic unsafe spaces
    • open-night exposure
    • active escape
    • emergency light placement
    • settled light state
    • magic source attunement
    • home / returning reflection
    • hive / flower curiosity
  • Added dialogue anti-repeat state in PolenAiState so Polen can avoid repeating the same dialogue family and variation back to back.
  • Added dialogue policy resolvers so ambient speech cadence can differ between urgent, quiet, night, and observational situations.
  • Added build support for hc_characters split localization sources through mergeHcCharactersLang.

Changed

  • Reworked Polen ambient dialogue selection from a mostly linear tone-only flow into a contextual cue system with weighted beat selection.
  • Ambient dialogue broadcasts now resolve one shared dialogue key per event instead of potentially giving different lines to each nearby player.
  • Shelter-related ambient dialogue now requires confirmed shelter context before Polen talks as if she already has a roof or real refuge.
  • processResources now regenerates runtime language files for both characters and hc_characters namespaces.

Fixed

  • Fixed false-positive shelter/night dialogue where Polen could speak as if she had a bed, roof, or refuge when the surrounding space was not actually valid shelter.
  • Fixed Polen safety movement to apply lateral weaving when exposed to ranged threats during escape.
  • Fixed the previous dialogue authoring/build mismatch where hc_characters/lang_parts changes could be present in source but not properly represented as a dedicated merge task in the build.

[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_marjorie naming.
  • 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:soa references.
  • 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 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

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