villagerpanic-1.0.4.jar
Curse Maven Snippet
What's new
Villager Panic 1.0.4
First Stable Release
Version 1.0.4 is the first stable release of Villager Panic. It builds on the previous 1.0.0 and 1.0.2 beta releases with new villager personalities, trauma, child–guardian behaviour, retaliation, and major AI reliability improvements.
New Features
Courage Personalities
Villagers can now respond differently based on their courage.
- Cowardly villagers prioritize escaping and hiding.
- Steadier villagers may hesitate before fleeing.
- Brave villagers can stand their ground and retaliate.
- Nitwits are always cowardly.
- Most children are cowardly, although a small number may be brave.
Brave Retaliation
Brave villagers can defend themselves against the threatening player.
- Throw eggs from a distance.
- Use a close-range melee attack.
- Pursue the player while they remain nearby.
- Return to fleeing after losing the player for long enough.
- Stop retaliating if their trauma becomes too severe.
Trauma and PTSD
Villagers can retain trauma after surviving violence.
Repeated incidents can increase their trauma level and cause stronger reactions during future encounters with the threatening player.
Child–Guardian Behaviour
Cowardly children now depend on nearby adult villagers during panic.
Children can:
- Search for an adult guardian.
- Form and retain a guardian bond.
- Follow their guardian into shelter.
- Yield while moving through doorways.
- Catch up if separated.
- Hide near their guardian.
- React appropriately if their guardian is lost, unloaded, or killed.
- Seek shelter independently when no guardian is available.
Behaviour Improvements
- Children now remain synchronized with their guardian during ordinary panic and lockdown.
- Bonded children inherit their guardian’s rediscovery incident without performing a separate response roll.
- A child’s renewed panic duration now matches its guardian’s renewed duration.
- Children catch up to distant guardians before attempting stationary shelter positioning.
- Children can retain valid hiding positions when already safely sheltered beside their guardian.
- Children now recover more reliably when navigation ends near, but not exactly at, a shelter target.
- Guardian-occupied blocks are rejected as child positioning targets.
- Child shelter reservations and guardian assignments are retained more consistently.
- Brave retaliation now has a complete pursuit, attack, lost-sight, and return-to-fleeing lifecycle.
- Cornered retreat behaviour is handled more consistently from entry through escape.
- Rediscovery, panic expiration, guardian synchronization, and shelter arrival now follow clearer ownership rules.
Bug Fixes
- Fixed bonded children becoming calm before their guardian after rediscovery.
- Fixed children failing to inherit a guardian’s renewed panic duration.
- Fixed separated children immediately attempting to hide instead of catching up.
- Fixed children becoming stuck in
POSITIONING_NEAR_GUARDIAN. - Fixed one-node paths completing while the child remained slightly outside the stricter shelter-arrival distance.
- Fixed children repeatedly requesting movement toward an already-completed shelter path.
- Fixed children failing to retain an already-safe sheltered position.
- Fixed child navigation targeting the exact block occupied by a guardian.
- Fixed several child state transitions between following, doorway yielding, positioning, and hiding.
- Fixed guardian loss and rediscovery timing inconsistencies.
- Fixed brave retaliation ending or transitioning incorrectly in certain situations.
- Fixed retaliation attacks behaving incorrectly at very close range.
- Fixed thrown retaliation eggs damaging other villagers.
- Fixed retaliation eggs failing to affect the threatening player.
- Fixed several stale child phases, follow targets, guardian assignments, and shelter reservations.
- Fixed dependency conflicts between child behaviour and courage behaviour.
- Fixed control-flow conflicts between cornered behaviour and the main panic goal.
Internal Improvements
- Reorganized the panic AI into dedicated controllers and planners.
- Centralized panic-state authorization and movement execution.
- Separated guardian bonding, child following, shelter positioning, doorway movement, courage, cornered behaviour, and rediscovery responsibilities.
- Removed obsolete bridges and duplicate control paths.
- Added clearer architectural ownership documentation.
- Improved debug tracing for panic states, movement requests, guardian bonds, child phases, shelter decisions, and rediscovery.
- Completed a full architecture cleanup and regression pass before the stable release.
Compatibility Note
Picking up a villager with the Carry On mod may reset Villager Panic’s temporary panic, guardian-bond, and child-phase information because Carry On removes and reconstructs the entity when it is placed.
This mod has no additional files

