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SentientMobs -----

Mobs Aren't Dumb Anymore. Every Mob Thinks Smarter.




SentientMobs v2.2.0

"Every Mob Has a Mind. Every Group Has a Strategy."


The largest AI evolution in SentientMobs history has arrived.

Version 2.2.0 introduces three major AI pillars:
Personality, Squads, and Memory.

Mobs no longer act as predictable machines. They develop unique personalities, coordinate with allies, remember past encounters, and adapt their behavior based on experience.

The world now feels smarter, more dangerous, and more alive than ever before.




➕ Added

  • Added a full Personality System for enhanced mob AI.
  • Added persistent personality profiles that are assigned when supported mobs spawn.
  • Added personality archetypes:
    • Aggressive
    • Cautious
    • Hunter
    • Ambusher
    • Coward
    • Social
    • Bruiser
    • Balanced
  • Added numeric personality traits:
    • Aggression
    • Bravery
    • Cooperation
    • Intelligence
    • Patience
    • Curiosity
    • Self-Preservation
  • Added mob-specific personality defaults so different mob types naturally behave differently.
  • Added configurable personality randomness for unique individual behavior.
  • Added a complete Squad AI System.
  • Added squad formation logic for nearby compatible mobs.
  • Added squad roles:
    • Leader
    • Flanker
    • Bruiser
    • Ranged
    • Reserve
    • Support
  • Added squad target sharing for coordinated threat response.
  • Added squad threat tracking based on member health and active targets.
  • Added squad coordination for:
    • Zombies
    • Skeletons
    • Illagers
    • Spiders
    • Creepers
    • Endermen
    • Villagers
    • Herd Animals
    • Iron Golems
  • Added a complete Memory System.
  • Added short-term memory for recent sightings, threats, targets, and tactics.
  • Added long-term memory for:
    • Danger zones
    • Escape routes
    • Hostile players
    • Repeated player interactions
  • Added player reputation tracking for mobs and villages.
  • Added memory-based danger avoidance.
  • Added memory recording when mobs:
    • Observe entities
    • Target entities
    • Deal damage
    • Receive damage
  • Added memory recording when nearby player deaths occur, creating remembered danger zones.
  • Added new configuration options for personality, squad, and memory systems.
  • Added detailed configuration comments for server owners.
  • Added persistent personality data storage on supported entities.


Changed

  • Upgraded the AI core to initialize Personality, Squad, and Memory systems for all enhanced entities.
  • Improved decision-making so mob behavior is no longer purely deterministic.
  • Improved Zombie AI:
    • Retreat timing
    • Encirclement behavior
    • Pursuit speed
    • Group coordination
  • Improved Skeleton AI:
    • Retreat sensitivity
    • Repositioning distance
    • Strafing frequency
    • Hunter-style tactics
  • Improved Villager panic behavior:
    • Panic duration
    • Flee speed
  • Improved Herd Defense behavior through personality influence.
  • Improved Illager formation logic:
    • Formation willingness
    • Formation speed
    • Group coordination
  • Improved Raid behavior:
    • Target scoring
    • Blitz movement speed
  • Improved pathfinding to avoid remembered danger zones.
  • Improved damage handling so mobs remember attackers.
  • Improved targeting events to feed directly into the Memory System.
  • Improved reload handling for clean Personality, Squad, and Memory resets.
  • Improved plugin shutdown cleanup for squad and memory data.
  • Updated configuration versioning for the new AI framework.

✨ Improved Gameplay Experience

  • Mobs now feel significantly more alive and unpredictable.
  • Two mobs of the same type can now react completely differently to the same situation.
  • Zombies may:
    • Rush aggressively
    • Retreat early
    • Wait for reinforcements
    • Coordinate encirclements
  • Skeletons may:
    • Maintain cautious distance
    • Apply aggressive pressure
    • Hunt patiently from range
    • Use evasive strafing tactics
  • Villagers may react with varying levels of panic, caution, social awareness, or bravery.
  • Herd animals now defend groups more naturally based on bravery and cooperation.
  • Illagers behave more like organized tactical units.
  • Mobs remember recent combat encounters instead of instantly forgetting targets.
  • Players can develop a reputation based on repeated hostile actions.
  • AI squads share awareness and react collectively to threats.
  • Combat encounters now feel more tactical and coordinated.
  • Squad behavior scales dynamically with nearby allies.
  • Pathfinding considers remembered danger from previous encounters.


⚙ Technical

  • Added modular AI managers for Personality, Squad, and Memory systems.
  • Integrated all new systems into the existing AI architecture.
  • Maintained compatibility with the existing behavior tree implementation.
  • Maintained compatibility with the existing state machine architecture.
  • Added memory cleanup systems to prevent unbounded growth.
  • Added squad cleanup for dead and unloaded entities.
  • Added persistent personality loading and saving.
  • Added configuration-backed tuning for all AI systems.
  • Maintained compatibility with config reload workflows.
  • Maintained compatibility with existing mob behavior classes.
  • Successfully built and packaged the plugin.


Fixed

  • Fixed squad coordination compilation issues by safely reading targets only from supported mob entities.
  • Fixed missing default configuration entries for new AI systems.
  • Fixed missing runtime initialization for Personality, Squad, and Memory managers.
  • Fixed memory persistence issues during entity state resets by separating behavior memory from long-term memory.
  • Fixed squad cleanup when members die or unload.
  • Fixed potential unbounded memory growth through per-entity memory limits and expiration cleanup.



SentientMobs 2.2.0


"Creatures no longer simply exist.
They think.
They remember.
They coordinate.
They survive."

----------, Jun 20, 2026

SentientMobs 2.1.7

Language System & Trade Improvements

  • NEW: Fully configurable language system
  • NEW: Added support for custom villager names through language files
  • NEW: Language files are now automatically generated inside the lang/ folder
  • NEW: Default language file: EN_lang.yml
  • NEW: Added /sm createlang <language> command to quickly generate new language templates
  • NEW: Added /sm setlang <language> command to instantly switch active language and save it to config
  • IMPROVED: Villager names are now fully configurable from language files instead of being hardcoded
  • FIXED: Labor Trade pricing logic was reversed
  • FIXED: Villagers now correctly trade multiple seeds for 1 Emerald instead of charging dozens of Emeralds for a single seed

How the Language System Works

The new language system allows server owners to fully customize plugin messages and villager names without editing the plugin itself.

  • All language files are stored inside:
    plugins/SentientMobs/lang/
  • Each language uses the format:
    <LANGUAGE>_lang.yml
  • Example:
    • EN_lang.yml
    • ID_lang.yml
    • JP_lang.yml
  • The plugin automatically creates EN_lang.yml on first startup as the default language template.
  • The active language is controlled from:
    config.yml

    Example:
    Code (Text):

    language: EN
     
  • Changing the language instantly changes:
    • Plugin messages
    • Villager names
    • AI-related text outputs
    • Future localized content
  • Villager name lists are now fully configurable directly from the language file.
    Example:
    Code (Text):

    villager:
    names:
    male:
    - Vincent
    - Yusuf

    female:
    - Beatrice
    - Fatimah

    neutral:
    - Alex
     
  • New villagers will automatically use names from the currently active language file.
  • The command:
    /sm createlang <language>
    creates a new language file by copying the default English template.

    Example:
    Code (Text):

    /sm createlang ID
     
    This generates:
    ID_lang.yml
  • The command:
    /sm setlang <language>
    changes the active language instantly and saves it to the configuration.

    Example:
    Code (Text):

    /sm setlang ID
     
  • After reloading or restarting the server, all plugin systems will automatically use the selected language.

Villager Stamina Overhaul

  • NEW: Completely redesigned Villager-exclusive stamina system
  • NEW: Added structured stamina states:
    • ENERGETIC
    • NORMAL
    • TIRED
    • EXHAUSTED
  • NEW: Villagers dynamically lose stamina while:
    • Working
    • Running from danger
    • Walking around the village
  • NEW: Villagers recover stamina by:
    • Sleeping
    • Eating
    • Resting near village bells
  • NEW: Dynamic movement speed adjustments based on stamina state
  • NEW: Visual particle feedback system
    • Sweat particles when exhausted
    • Sleep/rest particles while recovering
  • IMPROVED: Villager AI behaviors are now deeply integrated with the new stamina manager
  • IMPROVED: More immersive and realistic village simulation
  • IMPROVED: Added extensive stamina configuration options in config.yml

Technical Changes

  • NEW: Dedicated VillagerStaminaManager system
  • IMPROVED: Refactored multiple villager AI behaviors to use the new stamina architecture
  • IMPROVED: Cleaner internal language management system
  • UPDATED: Plugin version bumped to 2.1.7
  • UPDATED: Config version updated to 2.1.7

Notes

This update heavily modernizes villager behavior systems and introduces full language customization support, making villages feel significantly more alive, configurable, and immersive.
----------, Jun 14, 2026

SentientMobs 2.1.6

  • Fixed compilation issues and Labor Trade GUI problems
  • Resolved syntax issues causing listener instability
  • Labor Trades Improvements
  • Players can now manually open Labor Trades by feeding villagers
  • Persistent Villager Gender & Name Matching
  • Added persistent villager gender storage
  • Villagers now automatically receive gender-based names
  • Unique names are now selected based on villager gender
  • House Gender Constraints
  • Villager houses now support:
    • 1 Male villager
    • 1 Female villager
  • Improved same-house bed proximity validation
  • Optimized available bed scanning and assignment logic
  • Dynamic Social Conversations, Guarding & Supply Trades
  • Added villager greeting cooldowns
  • Added localized social conversations and greeting dialogues
  • Supply villagers can now continue working without hungry villagers nearby
  • Supply villagers will now guard community chests when idle
  • Added dynamic supply trades based on chest contents
  • Improved secure trade handling:
    • Items are properly deducted
    • Emeralds are safely deposited into the community chest
  • Smart Zombie Sunlight Avoidance Optimization
  • Sunlight avoidance now activates immediately when exposed to sunlight
  • Added helmet protection detection
  • Added water safety checks
  • Improved custom pathfinding compatibility by clearing vanilla targets on behavior start
----------, Jun 6, 2026

SentientMobs Update 2.1.5

  • Config Migration System
    • Automatically adds missing default values to old configs
    • Automatically updates outdated config versions without resetting user settings
  • Raid Defense Escalation
    • Villagers will stop working until the raid is over
    • All villagers will gather near the Supreme Leader during raids
    • One Iron Golem will protect the Supreme Leader
    • Another Iron Golem will guard the Community Chest
    • Raiders such as Pillagers can now steal items from the Community Chest
  • Village Improvements
    • The Supreme Leader now has a red glow effect
    • The two Council members now have a blue glow effect
    • Fixed an issue where the Supreme Leader and Council members were not assigned correctly because all villagers started with the same level in newly created villages
    • Unemployed villagers can now trade as "Labor"
    • Labor villagers mostly sell cheap and basic resources such as seeds
    • The Supreme Leader and Council members now work less frequently and spend more time patrolling around the village
  • Hostile Mob Changes
    • Fixed Zombies and Skeletons moving in a laggy/stuttering way under sunlight instead of moving smoothly like vanilla mobs
----------, Jun 3, 2026

SentientMobs 2.1.0 Changelog
Adaptive Learning, Smart Enderman & Village Politics Update


Adaptive Learning AI

Mobs now react more dynamically based on how players fight and survive.
Combat encounters feel less scripted and far more responsive.

  • Zombies can now adapt against shield users by attempting smarter positioning and side attacks instead of blindly rushing forward.
  • Skeletons dynamically react to defensive and aggressive players:
    • Shield users trigger circular strafing behavior.
    • Charging melee players cause Skeletons to retreat earlier and faster.
  • Creepers become significantly more tactical against ranged players, preferring hidden or protected approach routes when possible.


Smart Enderman AI

Endermen have received a major intelligence overhaul, turning encounters into unpredictable high-pressure fights.

  • Arrow Dodging
    • Endermen may instantly teleport behind players when targeted with ranged weapons.
  • Melee Flanking
    • During close combat, Endermen can reposition around players to attack from unexpected angles.
  • Rain & Water Survival
    • Endermen actively search for nearby dry shelter during rain or water exposure.
    • Possible shelter locations include caves, tree cover, and rooftops.
  • Improved Teleport Effects
    • Teleportation visuals and sounds now play more naturally at both origin and destination points.


Village Politics & Governance System

Villages are no longer simple passive settlements.
They now function as organized political communities with leadership, reputation, and defensive coordination.

Village Council System

  • Every village now forms a ruling council consisting of 3 high-ranking villagers.
  • One member becomes the village's Supreme Leader.
  • Leadership persists permanently across server restarts.

Political Takeovers

Attacking or assassinating a village leader now triggers major consequences.

  • Village reputation immediately collapses into hostile status.
  • Village bells ring to signal emergency response.
  • Nearby Iron Golems rapidly coordinate against the attacker.
  • Remaining council members automatically assume leadership.
  • New council members are selected dynamically to restore governance.

Iron Golem Escort System

  • Iron Golems now actively escort and protect village leadership.
  • Escorts maintain formation behind leaders while patrolling.
  • Hostile entities and dangerous players are detected rapidly.
  • Emergency retaliation occurs almost instantly after attacks on leadership.

Village Reputation System

Reputation Status Effects
50 to 100 Friendly Normal trading access and positive relations
-20 to 49 Neutral Standard village behavior
-50 to -21 Suspicious Villages begin monitoring player activity
-100 to -51 Hostile Trading blocked and Iron Golems attack on sight


Ways to gain reputation:

  • Defeating monsters near villages.
  • Donating resources and food supplies through the Community Chest system.

Ways to lose reputation:

  • Attacking villagers.
  • Stealing from Community Chests.
  • Attacking council members or village leadership.


Other Improvements

  • Expanded AI coordination across multiple mob types.
  • Improved combat responsiveness and behavior transitions.
  • Additional balancing and optimization work for advanced mob logic.
  • Configuration support added for all major new systems.


SentientMobs 2.1.0 pushes mob intelligence and village simulation further than ever before.
Combat is smarter, villages are politically alive, and survival gameplay is far less predictable.
----------, May 31, 2026

SentientMobs 2.0.5 Changelog

Creeper AI
  • Creepers now use their own dedicated AI behavior, separate from spiders and generic pathing.
  • Improved pursuit with target prediction, smarter approach angles, cover pressure, and stuck recovery.
  • Preserves vanilla targeting and fuse behavior so creeper movement still feels smooth and natural.

Spider AI
  • Spiders now use their own dedicated behavior file instead of shared generic pathing.
  • Added vertical route planning to find the fastest climbable path.
  • Improved strategic wall climbing when chasing targets.
  • Added ceiling attacks, allowing spiders to position above targets and strike from overhead.
  • Added roof flanking, allowing spiders to rotate around targets through elevated routes.
  • Spider movement remains smooth by combining vanilla pathfinding with subtle climb and ceiling assists.
----------, May 27, 2026

SentientMobs v2.0.4

Smarter maintenance for smarter AI.

  • Fixed duplicate startup messages showing as [SentientMobs] [SentientMobs] (Message), now correctly displayed as [SentientMobs] (Message)
  • Added configuration option for Village Community Chest, since not every server wants this enabled by default (Special thanks to JustJaimii for the review and helpful feedback)
  • Default value for the new Village Community Chest config is enabled
  • Various maintenance improvements and internal cleanups
----------, May 24, 2026

SentientMobs v2.0.3-r1

Smarter maintenance for smarter AI.
  • Improved update visibility for server owners
  • Improved internal networking reliability
  • Improved update checking system
----------, May 21, 2026

SentientMobs 2.0.3 Update

Main Changes

  • Added productive work behavior for all vanilla villager professions.
  • Villagers now produce profession-themed supplies during work hours.
  • Produced items are donated directly to the village community chest.
  • Villagers now walk to their workstation, work briefly, then walk to the village chest to deposit supplies.
  • Production is skipped when the village chest does not have enough space.
  • Improved farmer behavior so harvested crops are donated to the village chest instead of being dropped or kept randomly.
  • Farmers still harvest mature crops, replant crops, and plant empty farmland using village stock.
  • Added automatic village Iron Golem recovery.
  • If a village has no Iron Golem, it can automatically summon one defender.
  • Auto-summoning is capped by village and will not exceed 2 Iron Golems per village.
  • Added cooldown and safe spawn checks for automatic Iron Golem spawning.
  • Updated plugin version to 2.0.3.

New Configuration

Code (Text):

villager:
profession-work:
enabled: true
workstation-range: 24
production-interval: 1200

golem-auto-spawn:
enabled: true
village-radius: 48
max-golems-per-village: 2
summon-cooldown: 6000
 
----------, May 21, 2026


SentientMobs v2.0.2-b1

Smarter maintenance for smarter AI.

  • Added fully asynchronous update checking system
  • Added console notifications for outdated versions
  • Added OP/admin update notifications on join
  • Added version distance detection
  • Improved update visibility for server owners
  • Improved internal networking reliability
----------, May 19, 2026

Village Overhaul 2

Changes included in this update:

  • Improved villager home navigation so villagers now target safe standing spots beside their assigned beds instead of pathing directly into the bed block.
  • Fixed villagers circling around doors or staying outside houses when trying to go home.
  • Improved indoor shelter detection so villagers prefer realistic indoor positions, not random outdoor spots near beds.
  • Fixed villagers sleeping outside by making them properly use their assigned bed at night.
  • Improved villager social behavior so villagers can share hunger and shelter information more naturally.
  • Removed fake food item drops from social behavior. Food now comes from the village supply system instead.
  • Added a new custom villager role: Supply Manager.
  • Supply Managers work near village community chests, not player chests.
  • Supply Managers check for available food first, then check wheat if food is missing.
  • If wheat is available, Supply Managers craft bread by consuming exactly 3 wheat from the village chest.
  • Supply Managers deliver food to hungry villagers instead of letting villagers magically eat from the chest.
  • Improved farmer villagers so they can harvest mature crops, replant crops, plant empty farmland using village stock, and store surplus harvests in the community chest.
  • Added configuration options for the new supply and farmer work systems.

Technical notes:

  • Added safer bed-side standing position logic for housing.
  • Added indoor-location scoring for more vanilla-like movement.
  • Added cached community chest tracking for better supply behavior performance.
  • Added new AI states for supply and work behaviors.
  • Verified the plugin builds successfully with both default and Spigot profiles.
----------, May 18, 2026

AI Movement Overhaul
  • Vanilla-Like Fluidity: Eliminated "stiff" and "jittery" movement by removing manual velocity overrides. Mobs now move with natural Minecraft physics and smooth animations.
  • Natural Gravity: Fixed falling and jumping behavior. Mobs now fall at realistic speeds and jump over 1-block obstacles naturally during pursuit.
  • Smooth Rotation: Replaced teleport-based looking with reflection-based setRotation and native Paper lookAt. This prevents visual stuttering during combat maneuvers.
  • Pathfinder Integration: Pursuit logic now utilizes the server's native pathfinding (via setTarget), ensuring perfect obstacle avoidance and fluid navigation.
Tactical Coordination & Herd Defense
  • Enhanced Herd Intelligence: Overhauled the Herd Defense system. When a mob is attacked, all same-type allies within a 20-block radius now join the defense simultaneously and reliably.
  • Illager Social Awareness: Illagers now share targets automatically. If one Illager engages a player, nearby allies will instantly coordinate a formation-based assault.
  • Optimized Performance: Replaced world-wide entity scanning with high-performance nearby entity checks, significantly reducing CPU usage during group coordination.
Cross-Platform Optimization (Spigot/Paper/Purpur)
  • Platform-Aware Performance Tiers: Introduced dynamic AI update intervals. The plugin automatically tunes AI frequency based on the server platform to ensure maximum stability.
  • Dynamic Throttling: Added a safety system for Spigot/CraftBukkit that automatically throttles AI logic if server update times exceed 10ms, preventing main-thread lag.
  • Momentum Smoothing: Implemented momentum-based movement interpolation for non-Paper servers, mimicking Paper’s smooth pathing on Spigot and CraftBukkit.
  • Reflection Cache: Optimized all cross-platform API calls with a static reflection cache, eliminating the performance overhead of searching for server-specific methods.
Balancing & Refinement
  • Villager Panic Tuning: Refined Villager panic speed and zig-zag maneuvers to feel more realistic and less erratic. Reduced panic speed effect to Speed I for better visual consistency.
  • Bug Fixes: Resolved various compilation errors and edge cases related to Location objects and target switching.
hafiy_dev | 16 May 2026
----------, May 16, 2026

Resource Information
Author:
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Total Downloads: 120
First Release: May 15, 2026
Last Update: Jun 14, 2026
Category: ---------------
All-Time Rating:
5 ratings
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