- Rework 0.95 [ai] - Following the same path as the stimulus pipeline, AI uses pet context, mood engine snapshots, and more to allow dynamic emergent behaviour (adaptive goal).
- Added 0.96 [ai] - AIState exists.
- Update 0.96 [ai] - Pet Adaptive Goals now react *properly* with relationships, bonds, and owner vs non owner pets.
- Rework 0.96 [ai] - Pet Director system now integrates with Adaptive Goals' 'action goals' and 'insight goals'.
- Added 0.96 [ai] - Swarm Snapshots flow through AIState so Adaptive Goals CAN view nearby entities if a nearby scan has occured recently. Some goal's request a fresh scan, some don't need fresh information.
- Added 0.96 [ai] - Bedtime Companion Goal.
- Added 0.96 [ai] - Nurse Baby Goal.
- Added 0.96 [ai] - Hide and Seek Goals; utilizing Pet Director and Group Coordinator.
- Added 0.96 [ai] - Cuddle Heal Goal.
- Broken 0.96 [my sanity] - my sanity hurts.
- Added 0.97 [nature] - Fenn and Falsei (tamed natures; making 5) exist now :]
- Added 0.97 [nature] - Abstract pets (bred nature) are formed in tight conformed spaces with absolutely no escape.
- Added 0.97 [mood] - New Ultra Rare Mood: Mining Reverie. Getting lost in the mining sauce.
- Added 0.97 [mood] - New Ultra Rare Mood: Malevolent Eclipse. A buildup of evil.
- Added 0.97 [morality] - Virtue and Vices. Morality is a 'drifting' layer on top of the core pet. Each nature has a baseline for each virtue and custom 'reintegration' value. These values drift with gameplay and lead to behaviour changes.
- Rework 0.97 [Pet Compendium] - Much prettier, very concise. So needed.
- Rework 0.97 [Gossip] - Follows the same stimulus/perception pipeline as the Mood Engine and Adaptive Goal, allowing "gossip triggers" to hook onto the stimulus bus. ;) this is still being fine tuned, some functionality was lost, some was gained.
- Rework 0.97 [ai] - FollowOwnerGoal's emergency teleport is 'lazier' but with intention... i'm forever dissatisfied. Also, pets should no longer walk off cliffs when navigating to the owner.
"I wish my block game contained a real-time emotion engine😔" - Someone, somewhere, at some point. probably.
Mod is NOT officially released.
- Realtime fluctuations in your pet's mood; shifting through the stimulus its exposed to throughout its environment and interactions.
- Adaptive Goal's allow your pet's current objective to fluctuate based on the surrounding environment and their internal state.
- Natures act like baseline personalities, adding quirks to your pets moods and stats.
- Levels unlocks grow as you adventure, explore, and keep pets close.
- Roles allow your pet to fulfill... roles!
- Memories and stories are tracked.
Curious how each layer fits together? The feature docs might be your friend.
- Download the latest jar file.
- Drop it into your
mods/folder along with the Fabric API. - Launch and enjoy.
- All of the personalities, moods, roles, and triggers live in datapacks and configs, ready to remix.
- Ship tweaks with your pack or server so everyone shares the same vibe.
note: i prefer idea suggestions over code contributions. If your idea is well thought out, credit(s) will be attributed. rejection of ideas/code for any reason is fine; i'm picky. the better the documentation/reasoning, the higher liklihood of integration.
git clone https://github.com/woflo-dev/petsplus.git
cd petsplus
./gradlew build- Minecraft 1.21.10
- Fabric | Java 21
- Needs Fabric API
- Mod, systems, code: woflo
- Icon: GuriCreates — https://guricreates.com
- License: GPL-3.0
- Spawned breeze and bogged mobs next to pets in a sandbox world and observed that only defensive/owner-guarding behaviors (owner orbit, lean against owner, patrol) retained the proximity multiplier while idle quirks and play actions remained unchanged.
- Placed trial spawner feature blocks near pets and confirmed that only wander/exploration goals (casual wander, purposeful patrol, trial scout) gained the exploration boost while social/idle goals stayed neutral.
Stay kind to your pets. They remember. Stay kind to me. I remember 🥺