COMBAT:
- Fixed attack serialization: proper heldItemToNotch() for empty hand
- Attack now looks at target before swinging (server validates aim)
- Player position includes eye height in attack packet
- Click position calculated relative to target entity
INTELLIGENCE (complete rewrite):
- NeedsSystem: Sims-like needs (safety, hunger, social, shelter, boredom)
that decay over time and drive behavior priorities
- GoalManager: Long-term goals broken into steps (gather_wood,
explore_area, find_food, check_container, go_home)
- SpatialMemory: Remembers locations of containers, crafting tables,
interesting blocks, and home position
- DailyRoutine: Morning/day/evening/night phases with trait-influenced
activity selection
- Brain now WAITS for tasks to complete instead of piling on new ones
- Goal-based decision making replaces random wander
OLLAMA:
- Pre-warm model on deploy (loads into GPU before first chat)
- Keep-alive pings every 2 minutes (prevents model unload)
- Adaptive timeouts: 60s cold, 15s warm, 90s retry
- Auto-retry on timeout failure
CRAFTING:
- Quantity parsing ("craft 5 sticks", "craft a wooden pickaxe")
- Number words supported ("craft three planks")
- Smarter item name extraction with preposition stopping
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>