Synavyr

Player-like NPC dwellers, silent visitors, social memory, rituals, and eerie survival ambience for single-player worlds.

File Details

synavyr-fabric-1.20.1-0.1.3.jar

  • R
  • Jun 29, 2026
  • 845.85 KB
  • 4
  • 1.20.1
  • Fabric

File Name

synavyr-fabric-1.20.1-0.1.3.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:synavyr-1591000:8340987"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Synavyr 0.1.3 - Combat AI / Stability Update

This is still an early alpha version. Please back up your world before testing.

Main Changes

- Upgraded Dweller combat behavior from the 0.1.2 system.
- Ranged attacks now spawn real flying arrow projectiles instead of directly simulating hit damage.
- Bow and crossbow attacks now consume actual arrows from the NPC inventory.
- NPCs now check their own resources before using ranged weapons, shields, armor, or combat tools.
- Reduced “free equipment” behavior: shields and weapons are now equipped from carried inventory or nearby available supplies.
- Added combat resupply behavior. NPCs may attempt to retreat, return home, or search storage when they lack arrows, food, shields, or usable weapons.
- Added tactical high-ground behavior for ranged NPCs.
- Added basic cover-seeking behavior, especially when fighting skeletons or approaching ranged threats.
- Improved creeper response: NPCs are more likely to keep distance, retreat, shoot, or block space instead of rushing in.
- Improved skeleton response: melee NPCs may advance with cover, while ranged NPCs try to keep better distance.
- Added pathing cooldowns to reduce repeated navigation recalculation during combat.
- Added separate cooldowns for shooting, cover search, resupply attempts, and combat movement.
- Tactical searches now prefer already-loaded nearby chunks to reduce heavy world queries and TPS spikes.
- Removed old unused bow-check logic from the previous combat implementation.

Technical Fixes From 0.1.2

- Fixed the old ranged combat design where arrows were visually absent and damage was applied directly.
- Fixed part of the issue where NPCs could appear to gain combat gear without a proper resource check.
- Reduced frequent combat path recalculation that could cause tick pressure when multiple NPCs fight.
- Improved combat memory so NPCs do not repeatedly spam the same action every tick.
- Improved resource-aware combat decisions: no arrows means no ranged attack, no food means retreat/resupply behavior is preferred.
- Improved tactical decision separation between ranged, melee, defensive, and emergency behavior.

Known Issues / Current Instability

- This version is still experimental and not considered fully stable.
- NPC combat is much smarter than 0.1.2, but it is not yet a complete real-player PVP brain.
- Advanced actions such as perfect terrain abuse, water bucket clutching, critical-hit timing, shield baiting, tower fighting, lava tactics, and full retreat-resupply loops are not fully implemented yet.
- In very large settlements or worlds with many NPCs, combat AI may still affect TPS.
- Some NPCs may still choose strange paths depending on terrain, caves, bridges, modded blocks, or unloaded chunks.
- Resource economy is improved but not perfect. Some behavior may still feel too convenient or too game-like.
- Old worlds may keep old NPC state, so testing in a fresh world may show the cleanest behavior.
- Compatibility with heavy entity/pathfinding mods may vary.
- Compatibility with corpse/carrying-related mods may still need more testing.
- Dialogue frequency, NPC chat behavior, and personality reactions are still being tuned.
- This version should be treated as a playable alpha build, not a final release.

Recommended

- Use Minecraft Fabric 1.20.1.
- Install Fabric API.
- Back up your save before updating.
- Remove older Synavyr / Not Alone jar files before installing this version.