manhuntbot
Curse Maven Snippet
What's new
## Manhunt Bot 1.3.0
### Added
- Alliances: nearby hunters (up to 3 allies each, not Lone Wolves) can team up against you. Allies never fight each other, rush to help an ally fighting you, and count more in each other's courage. An ally hitting hard breaks the alliance and starts a grudge
- Bases: after about 2.5 minutes a geared hunter builds a 5x5 shelter (2-block walls, roof, door) with 2 chests, then regularly stores its surplus there (blocks beyond 128, useless items)
- Hunters now mine diamonds (iron pickaxe or better) to craft diamond gear
- Real-account names with their skins are now on by default (`/manhunt` random names toggle still works; a name given to `/manhunt start` is ignored while it is on)
- Hunt start: a Wither sound plays for you, and about 1 hunter in 3 becomes a "champion" with 32 HP
- Victory dance: a hunter that eliminates a player dances for 5 seconds
### Changed
- Longer games: each hunter waits 30 to 54 minutes before actively hunting you (it still fights if you come within 9 blocks) and needs a diamond sword, chestplate and leggings first (cap at 65 minutes)
### Removed
- All chat messages from the mod (gifts, personality changes, kills, water, start/end of game) and death messages (game rule set when a game starts)
## Manhunt Bot 1.2.0
### Added
- Random gifts: every 30 seconds a random player (you or a living hunter) receives a random item in a random quantity, announced in chat. Admin-only items (command blocks, barrier, spawners, spawn eggs, bedrock...) are excluded. `/manhunt gifts <true|false>` (on by default)
- `/manhunt respawn <true|false>`: when on, nobody is eliminated, every bot respawns like a real player, and the game only ends when the Ender Dragon dies. Off by default (classic elimination rules)
- 14 new hunter personalities. Each hunter has one, and it can change several times during a game (every 1 to 2.5 minutes, announced in chat when there are 12 hunters or fewer):
- **Slayer** (about 1 hunter in 5): hunts down the other bots to kill them
- **Prepper** (about 1 hunter in 3): gears up first (iron sword and full iron armor) before going after the player, or gives up waiting after 10 minutes
- **Clutch King** (Dream-style): top-tier aim, critical hits and reactions
- **Berserker**: never retreats, however outgeared
- **Gambler**: alternates every 15 seconds between suicidal courage and caution
- **Stalker**: follows you closely and only strikes when you are weak, busy or just got hit
- **Troll**: sneak-spams and bunny-hops around you
- **Hoarder**: picks up dropped items from 24 blocks away
- **Lone Wolf**: ignores shared sightings and never flanks with other hunters
- **Perfectionist**: waits for a diamond sword and diamond chestplate and leggings (15 minutes max)
- **Slacker**: takes a 5 minute break before hunting
- **Medic**: eats and heals early, shares its water
- **Hothead**: retaliates against any hunter that hurts it, with a very long grudge
- **Bully**: only picks a fight when it is at least as strong as you
- Hunter personalities are split per game: N/5 Slayers, N/3 Preppers, the rest drawn from the other personalities
### Changed
- Elimination rules: your death ends the game, and a bot that dies for any reason (killed by you, by another bot, fall, lava...) is out of the game, with a chat message
- Other hunters only fight back against a Slayer (or anyone, for a Hothead); accidental sweep hits between normal hunters no longer start fights
- The whole mod (messages, commands, help, status, recipe names, personalities) is now in English; command arguments renamed accordingly (`name`, `enabled`, `player`, `seconds`, `blocks`, `skin_of`)
### Fixed
- Bots now take fall damage: a server-side player normally lets the client compute it, which fake players don't have
## Manhunt Bot 1.1.0
### Added
- Play against 1 to 99 hunters: `/manhunt hunters <1-99>` (applied at the next `/manhunt start`); they spawn one after another and each has its own deaths/wins; targets, compass and lives are shared
- Fear system: hunters compare their strength (weapon damage x effective health, armor and shield included) to the player's. Nearby hunters add their strength together. A scared hunter trails the player from a distance, backs off when approached and only fights when cornered. Courage returns after roughly 45 seconds to 2 minutes of fear, depending on personality. A shield counts for +15% in the strength estimate
- `/manhunt permadeath <true|false>`: a bot killed by a player never comes back and a message announces it. Deaths from other causes (fall, lava...) still respawn. Off by default, listed in the `/manhunt` help
- `/manhunt status` now shows each bot's fear level
- `/manhunt random <true|false>`: each hunter gets the name and skin of a random real Minecraft account (applied at the next `/manhunt start`)
- Classic Manhunt mode: `/manhunt classic <true|false>` ends the game when the runner or the Ender Dragon dies, and `/manhunt headstart <seconds>` gives the runner a head start while hunters stand still
- Sky start (like manhunt videos): hunters spawn on a dirt platform 70 blocks above you and must find a way down without dying. They mine the platform bare-handed, build a 1-block-wide staircase and walk down it (never falling more than 1 block); hunters share the stairs already built. Once the ground is within a safe drop, the normal AI takes over
- `/manhunt sky <true|false>` and `/manhunt sky height <20-200>` (applied at the next `/manhunt start`)
- Warning at start if the `pvp` game rule is disabled
- Anti-stuck system: if a hunter wants to move but stays in the same spot (or circles) for about 5 seconds, it drops the current activity, frees itself (turns, jumps, digs) and picks something else
- More human behaviour: gradual head turns, looking around while walking, short "thinking" pauses between activities, occasional sprint-jumps
- Smarter hunting: hunters share sightings of the player, approach from different angles and search in a widening area around the last known position
### Changed
- Hunters now go after the player immediately instead of gearing up first
- Hunters always know where the player is, even when the compass setting is off
- A failed or blocked hunt is no longer put on hold, so bots don't fall back to mining and crafting
- A scared hunter backs off when the player is within 12 blocks, follows from 12 to 24 blocks, and gets closer again beyond that; it fights only when the player is within 4.5 blocks
- Hunters no longer hold grudges or pick fights with each other
- The sky start is off by default
### Fixed
- Bots could not be hit or killed: on Minecraft 26.2 a player stays invulnerable until its client reports "loaded", which fake players never did
- Bots jumping into the void endlessly (sky start) or standing idle (no known target position)
## Manhunt Bot 1.0.0 - First release
### Added
- Hunter bot that behaves like a real survival player: gathers wood, mines stone, coal, iron and diamonds, smelts ore, crafts tools, armor and a shield, hunts animals for food
- No cheating: the bot never receives items, it only mines, crafts and smelts
- Combat AI: aiming, strafing, critical hits, shield blocking, switching to an axe against shields
- Hunts players using a compass-like position tracking (can be turned off)
- Respawns after dying and returns to recover its lost gear
- Learns each player's habits (shield, bow, fleeing, high ground, sprint-jumping, fighting range) and gets harder over time, saved per player
- Custom bot name and skin copied from any player's username
- Commands: /manhunt start, stop, status, target, compass, lives, knowledge, forget
### Known issues
- The bot cannot build Nether portals, so it may struggle if you leave the Overworld
- Skin lookup requires an internet connection (falls back to the default skin)
### Requirements
- Minecraft 26.2, Fabric Loader, Fabric API, Java 25
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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