File Details
MobCrafter1.4.0
- R
- May 14, 2026
- 8.79 MB
- 60
- 1.20.1
- Forge
File Name
MobCrafter1.4.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Follow AI Improvements
[Fix] Stable 1-block step climbing
- Increased jump vertical velocity from vanilla's 0.42f to 0.50f, enabling reliable 1-block step climbing
- Added CeilingAwareJumpControl: suppresses jumps when there is less than 1.70 blocks of headroom, preventing the mob from getting stuck in the ceiling
- Added CeilingAwareMoveControl: cancels jump requests when colliding with a wall under a low ceiling
- Relaxed the stuck-warp threshold from 2 sec / 3 blocks → 4 sec / 5 blocks, giving the jump control enough time to complete step climbing before triggering a teleport
[Fix] Warp destination defaulting to the surface in caves
When a follow unit got stuck, the warp target was calculated using the surface heightmap, causing units to teleport above ground while following in caves. The method now uses an entity AABB collision check to find a valid nearby position, so warps resolve correctly underground.
Multiplayer Stability
[Critical Fix] Server OOM Kill during unit data sync
The server process was being killed by the Linux OOM killer during animation editor open/save operations on large units. The root cause was toJsonStringV2() (producing up to 28 MB of GC objects per call) running on the server thread. All affected paths have been moved to an IO thread:
- Opening the animation editor (UnitDataRequestPacket)
- Broadcasting updated unit data on save (shared base of all 7 EditPackets)
- Player start-tracking event (onPlayerStartTracking)
- Entity render data requests (EntityUnitDataRequestPacket)
[Fix] Removed unnecessary unit list broadcast after limb edits
[Fix] Added block count limit for limb definitions
The server now rejects limb definitions exceeding 500,000 blocks per unit.
Cost Calculation Fixes
[Fix] Cost reverting to 1 after partial edits
Editing a sub-field (e.g. shoot sound, impact effects) could reset a unit's previously confirmed summon cost back to its default value. This has been corrected.
[Fix] Server-side cost recalculation always applied on save
Summon cost is now always recomputed on the server when a unit is saved, ignoring any stale value sent by the client.