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Travelers Lib

My library for adding animals and other helpful features

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

NeoForge

implementation "curse.maven:travelers-lib-1329597:8315114"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

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_CAUTIOUS hazard zones use a larger detection radius than other dangers
  • Added NEAR_BLOCKED path 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_ELECTRIFIED path type: nodes adjacent to powered custom fence/cable collision are penalized with a higher cost than ordinary wall proximity
  • Added BLOCKED_ELECTRIFIED path 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_ELECTRIFIED checks 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 IPowerProvider interface: collision owners that return isPowered() = true classify nearby path nodes as BLOCKED_ELECTRIFIED / NEAR_ELECTRIFIED instead of plain BLOCKED / 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 (TravelersShakeCamera packet): 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 / TravelersRecordEntityBoneSync packets: 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