File Details
travelerslib-neoforge-1.21.1-0.6.jar
- R
- Jun 24, 2026
- 1.08 MB
- 167
- 1.21.1
- NeoForge
File Name
travelerslib-neoforge-1.21.1-0.6.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Pathfinding
- Completely rewritten A* pathfinder and navigation system replacing vanilla navigation for all SmartAnimal mobs - custom node evaluators, binary heap open-set, and pathfinding context
- Pathfinding runs asynchronously on a dedicated thread pool; path results are applied back on the main thread so mob tick cost is near zero during computation
- Added dedicated navigation and node evaluator modes: ground, flying, swimming, and amphibious
- Walk node evaluator now accounts for entity width and height when checking clearance, step-ups, fall distances, and diagonal movement
- Diagonal moves are gated: both cardinal arms must be clear before the diagonal is attempted, preventing mobs cutting corners through walls
- Entity-width-aware danger detection: fire, lava, water, and damage zones are scanned across the full footprint of the mob, not just its center block - wider mobs keep a proportionally wider berth
DAMAGE_CAUTIOUShazard zones use a larger detection radius than other dangers- Added
NEAR_BLOCKEDpath type: nodes adjacent to walls or custom fence collision are penalized rather than refused, so mobs prefer open routes but can still escape tight spaces - Added
NEAR_ELECTRIFIEDpath type: nodes adjacent to powered custom fence/cable collision are penalized with a higher cost than ordinary wall proximity - Added
BLOCKED_ELECTRIFIEDpath type: standing directly inside powered custom fence/cable collision is treated as impassable and distinguishable from ordinary blocked terrain - Wall detection for
NEAR_BLOCKED/NEAR_ELECTRIFIEDchecks torso level (Y+1) rather than foot level, so step-ups and slopes are not penalized - only actual obstructing walls are - Fixed pathfinding start node always returning BLOCKED when the entity is wedged in a corner - start node now bypasses entity-collision override since the mob is physically already there
- Start node search now scans downward up to the entity's full height so airborne or mid-jump mobs find the floor correctly instead of snapping to an arbitrary Y
- Fixed animals getting stuck on cliffs and not jumping properly
Collision System
- Added
TravelersCollisionHandler: a spatial index for dynamic AABB-based collision shapes registered by entities, used by fences, cables, and other structural entities - Custom collision shapes are chunk-indexed for fast queries and automatically removed when the owning entity is removed
- Added
IPowerProviderinterface: collision owners that returnisPowered() = trueclassify nearby path nodes asBLOCKED_ELECTRIFIED/NEAR_ELECTRIFIEDinstead of plainBLOCKED/NEAR_BLOCKED
Entity System
- Added
SmartAnimalBase- base class for all Travelers mobs, wiring together the custom navigation, task controller, animation module, and body rotation - Added multi-hitbox part entities (
AnimalEntityPart,IPartHaver): a mob can register sub-entities with independent hitboxes that forward damage back to the parent - Added
TravelersMoveAnalysis: smoothed horizontal speed tracking averaged over a configurable tick window with hysteresis gating to avoid jitter - used to drive animation speed suppliers without per-frame side effects - Added
TravelersBodyRotationControl: custom body rotation with configurable turn speed and smooth head-return-to-front after the mob stops moving - Added
TravelerTaskController: custom AI goal/task system replacing vanilla goal selectors - tasks declare occupations, run priorities, and per-tick vs. on-demand update modes; separate combat and general-purpose controllers per mob
Animation
- Reworked animation transitions into true cross-fades: both animations keep playing during the blend instead of freezing on a snapshot and sliding onto the first frame of the next animation
- Reversing to an outgoing animation during a transition now reverses the blend in-place, so rapidly alternating requests settle into a stable pose instead of jittering
- Animations resume from the correct cycle position after a transition completes; keyframe sounds and particles fire in sync during blends
- Animation controllers now compose additively: every controller's contribution stacks onto the shared pose as a delta from rest, so sway, walk, and damage controllers all combine correctly - bones only one controller animates are unaffected
- Added additive animation overlays: a controller can layer a separate animation on top of itself with strength driven by a per-frame condition (e.g. an injured limp). Configure with
TravelersAnimationControllers.register("root", 10).withAdditiveLayer("injured", entity -> ...) - Added
controller.stop(entity)/rootController.stop(entity)/animationDefinition.stopForEntity(entity): cancels playback and eases bones back to rest so looped animations can actually be stopped - Fixed stop-in-place transitions only holding the freeze at the start of a sequence - the freeze now covers the entire start → loop → out sequence
- Added CatmullRom and Hermite interpolation for smoother animation curves
- Fixed block entity animation dispatch packet
Procedural Motion
- Added IK leg solver (
TravelersIKHelper,TravelersLegSolver) with biped and quadruped variants: legs plant on terrain surface and solve thigh/calf angles via two-bone IK; body offsets and rolls based on left/right height difference - Added
TravelersChainBuffer: physics-based chain/tail swing simulation driven by the mob's delta yaw and pitch, with configurable max angle, buffer time, and falloff - output drives bone rotation in the animation pipeline
Camera Shake
- Added server-triggered camera shake (
TravelersShakeCamerapacket): shake instances carry strength, duration, and a source position; client applies quadratic distance falloff so nearby shakes are stronger; multiple simultaneous shakes stack - Shake respects a global config toggle and a per-player intensity multiplier
Fog
- Added
FogHandler/BiomeFogData: mods can register custom fog density and color per biome key; the handler interpolates smoothly as the player moves between biomes
Network
- Added
TravelersGetBonePos/TravelersRecordEntityBoneSyncpackets: server can request the world-space position of a named bone from a client animator and broadcast the result - used for attaching hit effects, particles, or child entities to animated bones
World
- Added
TravelersBiomeModifications/TravelersBiomeModificator: mods can register mob spawns (weight, group size, biome tag or key) and placed features into biomes without a datapack - applied during NeoForge biome modification events - Added
TravelersSpawnModification: data record for declarative spawn entries used by the biome modification system
Flying
- Fixed fly node evaluator not respecting entity clearance height
- Fixed flying move control overshooting targets at low speed
AzureLib
- AzureLib 3.1.9 source has been merged directly into Travelers-Lib - it is no longer a separate dependency; everything ships in one jar with no version mismatch risk
Blockbench Plugin
- Added Travelers Tools Blockbench plugin with support for authoring Travelers animation definitions, IK chains, procedural motion, and easing curves directly in Blockbench

